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Session: Levée en Masse:: 10/24/2016 Session Report

Tue, 25 Oct 2016 06:26:15 +0000

by atony77

This was my first Play of this States of Seige game. Here is my session Report.

The end of the blue deck things are looking very good. Piedmont is at 4, Austria, Prussia, and Vendee are also at 4. Britain is in the 3 location. The political track is looking good as well. Monarchy is at -1, The republic is at 4. The real issue is Despotism is also at 4. I have one liberation marker on the Austrian Front at 3. Moving forward with the white deck.

Picture of the end of the Blue deck

The end of the white deck all the fronts are closing in. I had several enter Paris, but "To the Barricades" saved me in expelling the forces out. Current Situation Piedmont is at 2 Austria, Prussia, and Britain are at 3 and Vendee is at 4. Political tracks are as follow Monarchy 3, Despotism 2, and Republic 4. The 3 liberation marker is on the 2 Prussian track. On to the final (Red) deck.

Picture of the end of the White Deck

Did not finish the Red Deck. Both Austria and Prussia entered into Paris with 5 cards left. due to the -DRMs I had to roll 6s to expel these forces out of Paris. With "To the Barricades" and 4 Actions from the card I thought I had a chance. I did not roll a single 6 and the game ended.

Picture of the end of the Game

Final Score -43 Substantive Defeat

Session: Axis Empires: Totaler Krieg!:: Cohen vs Enrico AAR with opinionated commentary

Tue, 25 Oct 2016 00:53:51 +0000

by Cohen Greetings, After a long time of pause from this game, and my gaming pal undusted it. We decided to add Dai Senso to the experience (which we had in Totaler Krieg only), did some "short games" to get rid of the rust of the rules (at least the big of it!) and then started for a proper game. The lack of experience in the Pacific Theather still showed massively. We also adopt some "house rules", for balance sake. One is relatively house, as it is renown that Dai Senso favors a Japan aggression to Russia. The Errata of DS suggest a strong change (Too strong here) so we indeed halve the value of Soviet Strategic Hexes; but the Neutrality / Settlement card is discarded only for the nation it is used for. (Ultimately the Neutrality Card itself is 4 Infantry steps for Japan. A lot. The concept is that if they invade Soviets, and then perform Settlement on them, they cannot use Neutrality on the Soviets; but the British Neutrality remains playable as card). In TK instead we alter the Axis "Support Nationalist" cards, whereas if there is no "Civil War Country" anymore (and thus Germany does not benefit of the influence removal / roll), Germany gains an additional INF step. (Conceptually, the equipment and personnel you'd send over to Spain is instead retained in Germany for your own use.) Last but not least, the Stalin Line card is altered in accord to what we read on Consimworld. Until now it has been the default choice of the Soviet player in -all- of their games except the very first two ones in the far and distant 2011 or 2012. Pre-Game Goals and MindsetI am the Axis.For Germany I sort of know what I want, to max out the Ceded Lands, play the last certain mobilization with as many Ceded Lands I can, and hopefully get to play also the last mobilization.For Japan, the tale is different. I discard as thought to invade Sovietland - as their VP are much less worth, and I cannot settle + neutral them for good. That though implies that I cannot either go Neutrality with UK, as they've some Strategic Hexes of interest which Japan should grab with relative ease.Now a big problem rose in my eyes - whoever I pick for Neutrality, will send without any form of limit to Europe all of their Support Units, one each time they get an European Commitment Event. That will be -bad-. Ther is no limit to that. Though, to play with 1 single game is bad as well since the West simply plays each "strongest" conference card they have.Back to planning, I opt to first mob Mongolia, a nation that can be given as Soviet Minor (They have a different policy than Soviets) and subsequently go for China. And hammer them hard before the cards force my hand into Total War.EUROPE: 1937: Germany opens in a traditional way, supporting Nationalists. The first card can be a big game changer - because you know that the Allies can play Guarantee (The card that sets nations to Limited War if you fail a Demand roll) - as soon as they can. (They've ALL to gain to get in Limited War, why? Because France is a Minor Country, and it benefits of their minor country production). So the alternative German play in my eyes is to skip helping the Nationalists, and start straight ahead with the 3 "Must" cards before you can start to play demands or anything meaningful. These 3 cards are Goering Works (adds 1 INF per turn as Conditional Event), Military Purges (A dull and boring card!) and the first Rearmament. Meanwhile they're not litterally "must" cards, by how the game is, you have to play them to unlock other cards. So one may simply forget of helping Spain and have the first demand in Winter 37; and have the 2nd demand in Summer '38 (Which entitles you of a first roll before the Guarantee card kicks in). Nonetheless, 1937 for Germany has been "Help Nationalist" (which resulted in 1 defeat achieved in the end of the day); 3 steps of INF in the Summer, a dull card of Military Purges where I remove other cards from my hand, and then I start to rearm. The German army is as mighty as 6 INF and 1 ARM. The "Help Nationalist[...]

Session: Thunderbolt Apache Leader:: Israel Long War: Complete - Enemy on the run!

Mon, 24 Oct 2016 21:48:58 +0000

by jgatkinsn Day 6,7,8The enemy was hanging back some, so I decided to spend the day resting my pilots and getting some of the aircraft damage back in order. There were only 3 assault battalions at the front line, so I wasn't too worried about them. One had broken through by the end of the day.When the next day arrived, we had gotten word that some of our navy buddies had reduced most of the enemy air cover. I wanted to take advantage of it real quick, because there would be less enemy helo's out there. I looked at the recon and decided to hit the anti-aircraft battalion, since they had move past the front lines. I sent Flash and Genius in their Apache and Harrier respectively after the AAA and SAM air defense battalion. It took us a while how to figure out the best approach, but with Genius coming from the southwest and Flash from the north center we figured we could catch them off guard with a low level approach. Flash would hit the southeast SAM site before the other one could get a bead on him. Genius would surprise the AAA site on the southwest with a couple of cluster bombs.Everything went off without a hitch until Genius pulled up over the AAA in the northwest corner. An enemy helicopter sneaked in from the north and hit Flash pretty hard on his exit vector. He was wounded and shaken up by the who ordeal, but got out alive in time with some damage to the engines. I had them get out of there, since they really weren't equipped to take out the helicopter before running out of fuel. The helicopter must have gotten past those naval air raids from the night before. With the enemy air cover down, I also decided I would send in my most skilled pilots to take out the enemy headquarters: Shadow, Divot, and Dart. The elimination of the HQ would definitely sow confusion among the enemy ranks and lessen their effectiveness to coordinate attacks on our air base. There were so many targets begging to be taken out that I had to make sure my pilots could carry enough ordinance to complete the mission. That's why I scheduled some refueling along the way. I also sent all my scouts to ensure my pilots could properly plan the best approach on target and increase their attack effectiveness.Things probably would have gone better had Divot not had to pull up on the way and come in high due to some turbulence. Enemy AAA and SAM's lit up the sky on his way in from the northwest. How he survived, I have no idea. Shadow and Dart were able to divert some of the fire there way, and things were "hot" and "heavy" coming in. Divot drop a GBU 12 on the northwest AAA and sent a maverick into the southeast SAM after dodging all the fire and soaking in some damage. Dart (picture incorrect) took out the AAA in the southwest along with everything else except a slight miss on the building. Shadow punched out SAM and the building in the north central. He continued to evade as much AAA site fire afterwards, as Genius joined him. They both still took on more damage.Dart proceeded to circle around the targets to the west while staying out of their attack range popping them off one by one. Shadow and Genius proceeded southeast dodging AAA fire as best they could and took out the sites while hovering. We almost had enough to consider the battalion destroyed, but the plans had to change with Dart missing the building and a truck headed into cover. Instead of leaving the APC's alone and focusing east, I decided to have them focus more west and south and get all those buildings there leaving the infantry and building alone to the east. Dart continued his circles taking out two buildings and an APC. Genius hoped up over the ridge to take out the two southern buildings, and Shadow circled back around and headed home. I was glad to have them home in one piece, but Divot was pretty shook up with the whole ordeal coming into the target zone. I doubt I would be able to fly him or Flash the next day. Divot's plane was beat up pretty bad, and even though Shadow is fairly nimble in his [...]

Session: Gloomhaven:: Gloomhaven Diary - Spoilers!

Mon, 24 Oct 2016 18:26:57 +0000

by PaulGrogan The following text is from the campaign of the game Gloomhaven.Beware of spoilers.This is the diary of Vaath, exiled from the Savvas people for failing to master one of the four elements, I spent many years living in solitude, reflecting my position. Would I ever be able to master one of the elements, would my society ever let him return. Many years passed with no progress; without the teaching of my peers, I would have no way to learn more. Realising that any attempt to continue my teachings away from his people, I eventually decided to do something different with my life and become a mercenary.However, I did not just want to become just another mercenary, I wanted to do it in style, to have stories of my battles told by bards across the known world. This will be my legacy, this will be my purpose. I headed for the town of Gloomhaven to begin my adventure.Shortly after arriving in town, I met up with three others who were also beginning their career as a mercenary: Lim - an Orchid Spellweaver, Echo - a Quatryl Tinkerer, and Sitara-Rex, a Human Scoundrel. The four of us all had their own reasons for being in town and so decided to form a party known as the Wanderers.It wasn’t long before word reached us of a local merchant needing some help. Jekserah was a Valrath woman who had recently had some important documents stolen. Our job was to return them to her and she would pay us in gold. We agreed to the job and started making enquiries around town as to the location of the thieves’ hideout.Whilst making our enquiries, we got some help from a young boy dressed in rags. After giving us a useful tip, a pair of city guards arrived and grabbed the boy, accusing him of thievery. The boy didn’t deny it, but was claiming to have only done it because his family was starving. We had an opportunity to intervene here and we did, although Lim seemed very wary of the guards. We entreated with the guards to let the boy go, and maybe if we were more well-known in the city, they would have listened. However, they only agreed to let him go if we paid his fine. However, we were all broke, which is one reason we accepted the job from the merchant in the first place. Eventually, seeing our willingness to pay the boy’s fine, and even though we could not, the guards let him go. The boy thanked us, and before he left us, he said: “Head north, the Black Barrow”.After making further enquiries, we learned that the Black Barrow was indeed being used as a hideout for thieves, and we got a description of the man responsible for the theft. We left town, heading north. On our way, we got hungry and came across a large bush with some berries growing on it. Sitara said it would be safe to eat them, so we did, and they were very tasty. An hour or so later however, when we arrived at the Black Barrow, we were all feeling very sick; maybe we shouldn’t have eaten those berries.The Black Barrow was a mound formed from black earth, jutting out on the edge of the Corpsewood. A small overgrown entrance presented a set of stone steps leading down into the darkness. As we descended, we saw light emanated from below and knew we were in the right place. We came upon a room filled with cutthroats, who did not approve of our unplanned visit. A man in the back matched the description of our quarry, but he fled through a doorway leaving us to fight the guards. We defeated the guards and headed through the door into the next room, only to come across a group of bandit archers. The fight was tough and we took many wounds, relying on Echo to heal us when needed. Sitara disabled the trap in front of the next door and we proceeded.What we found in the next room was unexpected. More archers, but with them, animated bones of dead things. With multiple limbs and carrying swords and shields, the living bones rushed out of the room to attack us, with the archers staying in the room and shooting at us through the doorway. We almost didn’t make it, and I took many arrow[...]

Session: Bright Future:: Tunnel Fever - solo - normal difficulty - Mole

Mon, 24 Oct 2016 18:26:50 +0000

by enzoone I play as Mutant this time.SETUP1. Codes: 3, 2, 2, 12. Items: I draw 3 mutant items and 3 human items. There is cool mutant stuff on the market so I will play as mutant. I keep Acid Slime, Bacterial Spores and Chitin Armor. I pay 12 supplies.3. Character selection: I want to increase the chance to avoid contamination. That”s why I choose Mole. To sum things up: bright future of human kind is in hands (or what?) of mutated mole producing acid slime, spreading bacterial spores, equipped with chitin armor. Good luck mankind!TURN 1Tunnel PhaseI draw Trade Routes, Handcar and Secret Passages.I play Secret Passages with Mutation effect of course. There is not much choice. Let’s get some stuff in the settlement. It’s Rat Farm. Fresh rat always comes in handy.Map PhaseI encouter outpost as soon as I enter tunnels. I don’t see what is coming but there is nothing to wait for. Infector! Mutant like me. I’m not alone. But Infector infected me somehow - I’ve got some sort of Tail. What the hell?There is Anomaly in front of me but I’m not rushing into that. Infection PhaseMutation: I draw 1. No change.End of TurnCodes are 3, 2, 2, 1 - same like at the beginning.. Population reduced by 2.TURN 2Tunnel PhaseLocal Guide, Shelter Map and Freelancer. That is easy decision: Local Guide.Thanks to guide I know now what to expect in Anomaly in front of me. It’s Radioactive Contamination. I’m well equipped for that. I survive with no harm and take samples (1). I dare deeper into Anomaly and get Net.Map PhaseFurther in the tunnels I encounter hostile outpost. I have to deal entire expedition and it costs something. But, you know: what doesn’t kill you… Double Cardiac System increases my defensive effectiveness.Why not to encounter another Anomaly? I’m facing man-eating (mutated mole-eating) plants. I receive two strikes. I take sample (3) and getting stronger - Digestive Acid. Infection PhaseOutbreak: I draw 3. No change again. 3 goes on 3. Too bad.End of TurnCodes are 3, 2, 2, 1, same like at the beginning. Population reduced by 2.TURN 3Tunnel PhaseCaravan, Warning Sign and Handcar. I prefer to avoid Mutation. Outbreak could help. So Caravan it is.Map PhaseI need some allies. Any luck in next outpost. It’s hostile. luckily I’m well equipped to fight Incinerators. Fight makes me stronger and stronger and my nervous system mutates into double one. So no allies but this is also something.Going deeper into tunnels I meet group of refugees (Settlement 1). There is a doctor. I give him some supplies and we are able to get rid of some infection (slot with 1 is freed)I share my rat with refugees. They are decided to follow me. Perhaps we can find some better place to stay for them.We will not get much further today with all these people today.Infection PhaseOutbreak: I draw 2 and put it on 3.End of TurnCodes are 2, 2, 2, 0. Population still reduced by 2.TURN 4Tunnel PhaseSecret Passage, Shelter Map, Handcar. My hope is in exploration. Handcar.Map PhaseI can visit settlers in Mausoleum thanks to Handcar. I get 5 supplies from locals and another 12 from refugees for bringing them here. It comes in handy. I give all to local doctor. We can deal with soem infection (two slots with 2 are clear now).I have nothing more to do here. Let’s encounter another Anomaly. Rat Hordes are no threat. I take samples from dead bodies (1).Infection PhaseMutation: I draw 2 - no mutation.End of TurnCodes are 2, 0, 0, 0. Extinction has been stopped.TURN 5Tunnel PhaseSecret Passage, Caravan, Warning Signs.Mutations and the outbreak may help or hurt. It’s 50/50. I need both codes and allies. Codes are more needed though. I play Warning Signs and encounter Anomaly. Reptiloids have no chance in fight. I take the sample (2)Map PhaseAnother tunnel and another settlement (4). Local Microbiologist has knowledge, I have sample from reptiloid. That’s all we need. Mankind is safe now. Remaining Population: 6Mission accomplished.[...]

Session: SeaFall:: [Spoilers: Ship and Buildings chests] Log of our second game

Mon, 24 Oct 2016 10:03:50 +0000

by Wenadin01 We wrapped up our second game with me tied in first with the winner of the second game. Enough milestones were completed for us to open our second chest: [o] The one that gets opened after selling 4 of the same type of goods. [/o] I actually placed last in this game at 4 glory, but due to my major lead last game, I am tied for first and still hold the prince title.I am still enjoying the game and am excited to open more boxes, as well as play another game!Due to the nature of the game, I cannot avoid spoilers, so I will not be using spoiler boxes. Consider yourself warned.In the previous game, I won by completing two milestones and opening the first box. This game, I started with the prince title and had to give 1 enmity to the 3 lowest titles in my group. Due to the massive lead I had, the other players got to start with additional bonuses. Most picked gold, but one took an extra fortune.The game started out peacefully with everyone rushing to buy goods off the first few islands. The player who went first, gray, chose to instead raid the docks I discovered in the prologue. She picked an upgrade to her hold. I decided to go to the second island with my faster ship and explore the 6 defense site there. I had 5 dice, so I was expecting to take a couple damage, but instead rolled no successes, failing the endeavor and sinking my ship. Not quite the start I was hoping for...Gray took her second turn and immediately sailed to the second island and attacked blue's isolated ship, sinking it and claiming a 4 glory milestone. The entry told us to put sticker A in the spot where the ship sank, but gave no indication what it was for. We opened the event card and added it to the deck without looking at it, preferring to be surprised.After repairing my ship, Highwind, I sailed it and Weatherlight toward uncharted waters in attempt to be the first to discover a new island. My hopes of being the first were soon dashed by Blue sailing into uncharted waters and succeeding on his explore endeavor (he also spied a ship out there, but opted to ignore it). Being the first to discover the island, he named it Elsindor. Not to be outdone, I sailed to a spot adjacent to it and hoped that I wouldn't sink from the unknown waters. Fortunately, I discovered a current which swept me further west. I searched the area and discovered an island of my own! I named it Lorule (I named my province Hyrule and my leader is named Link).Blue and I each attempted endeavors at the two new islands and discovered a few sites that produce spice or iron. One time, I got brave and attempted to explore one of the more difficult sites (defense 7). I was successful, but barely, sustaining 2 damage. The site proved to be a spice market!Now that the island has been opened up a bit, gray decided to explore them also, but playing it safe on easier sites.While this was happening, purple and red were competing over completion of the milestone that will unlock the chest. They both had stockpiles of 4 resources, but we're unable to sell them at once and claim the milestone due to none of the advisors that have been revealed providing +2 sell. It took until after winter, when the forum gets refreshed before the only advisor with +2 sell showed up. The astrolabe jumped to purple, so red got the advantage in buying the advisor and claiming the milestone before purple. Purple changed his strategy and started stockpiling gold so he can gain glory from building and buying treasure. He bought his second building and then the event that causes the ship that was sunk to appear and raid the nearest ship showed up. I had sailed back to my province to repair my damage and was in the process of sailing right past the mark on my way back to the new islands when the event showed up. There was no way I was going to be able to get far enough away, so I stayed and took the attack, taking 2 damage on my ship. I sailed back home to repair, but it wa[...]

Session: Mage Knight Board Game:: Agility or: How I Learned to Stop Worrying and Love Mage Knight

Mon, 24 Oct 2016 09:16:02 +0000

by marcusesses Prelude(I posted this in the 1 Player Guild , and thought it could have a home here.)I played Mage Knight for the first time in about 4 months last weekend (settling into a new country means 4 hour solo games are lower on the priority list). I did not do too well, and it bothered me a bit, so I vowed to crack it open again this weekend to give it another shot. After an absolutely crushing defeat in the Solo Conquest (25 Fame, 15 wounds taken), I resolved that it was impossible to score 200 Fame. I can barely crack 100, and there are people who can score over 200 almost every time! To convince myself it was impossibly, I did a bit of analysis, looking at the Fame value of different enemies, coming to the conclusion that you would have to go to about 1/3 of every revealed location and defeat those enemies, which would only garner you about 170-180 Fame, meaning you would have to also finish a round early to even have a sniff at 200. It's impossible!If nothing else, I like the game, and I want to get better, but I've always found my strategy to be a bit...scattered. I resolved to try again today, and log my progress so I have some idea as to what works and what will leave me with 15 wounds and a massively bruised ego. So, let's begin...Day 1: Rocket Mana (I Think It’s Going To Be A Long Long Time) A dice roll determined that I would be Goldyx, no complaints, as I've had some success with him in the past. I'm playing the Solo Conquest, with the Cities at levels 5 & 8 (basic, I know). I started my journey westward, moving 4 spaces to land in a glade, which I have underestimated in the past. I stopped there and killed a marauding orc. I may have taken a wound (or 3) from the orc, so the glade was a good choice, and the Gold mana crystal I took on my next turn would be helpful in future turns. In fact, I liked it so much, I stayed another turn and healed again (I drew Tranquility, so I was able to get rid of all those pesky flesh Wounds). I then set off for the Ancient Ruins next door, turning 3 Gold Mana into 3 Green Mana and sacrifing them at the altar for 7 Fame. I then revealed 2 new tiles, and moved to a newly revealed Monastery, where I recruited some unsuspecting Red Cape Monks. Aren't I friendly?Fame: 15. 4 Tiles Revealed. (All my haul from levelling up/recruiting is shown in the photos)Night 1: Burning Down the House (Of Worship)There were no great units at the Monastery, so I purchased an Advanced Action (Crystal Mastery). I promptly thanked the Monastery for their generosity by burning it down. I don't remember if I used the Red Cape Monks, but I hope for their conscience that I didn't. I took the Ruby Ring Artifact, giving me even more mana (a lot of the advice in the forums always suggests getting mana early, and that has been my downfall. Plus I saw a need for the Red mana in my next couple turns). I revealed some more tiles and killed another Orc, somewhat redeeming myself for that whole Monastery fiasco. I then drew a final all with nothing but movement, including Agility (turn movement into Attack). With my 16 Movement, I made my way to a Mage Tower and took it down easily, although I had to sacrifice my Red Cape Monks (sorry!). I took Chill as my spell. Fame: 29, 6 Tiles Revealed.Day 2: Before He Cheats (at Mage Knight)Things are going great for me; I had estimated that I should get at least 10 Fame a Round for the first 4 rounds to be successful, and I'm already at 29, so I'm doing great!I recruited some Illusionists at my newly-possessed Mage Tower. Then disaster struck. While I was doing bookkeeping between turns, I saw a Tovak symbol on one of my cards. How many cards does the Dummy have?Oh. Only 15. I accidentally had Tovak's "Swiftness card" in my deck, which means I had 2 extra movement in each of the first 2 rounds. In the first round it may have helped me with some movement, but I know that it wasn't that helpful in Ro[...]

Session: The Colonists:: Our first two-era play of The Colonists

Mon, 24 Oct 2016 01:59:34 +0000

by Anny48

Last night, my boyfriend and I played our first game of The Colonists with Colonies included and through era I and II. So far, we had played the introductory scenario on easy, medium and hard difficulty. We were planning to first play era I again with Colonies, but after looking a bit more at them, it looked like they would be more useful if we played on through era II.

The Colonies available in this game were the Lord, Storekeeper, Alchemist and Laborer Colonies. I planned from the start to go for the Storekeeper Colony, that on level 1 gives extra Warehouse space and increased storage in Storage Sheds; and on level 2 gives extra basic Storage space and the opportunity to build farmer buildings on spaces where you normally build Storage Sheds by only paying the fee. In era I, it didn't help me much, except that I never had to worry about storing goods. In era II however, I was able to build more buildings in one action then my opponent could, and in my last turns I replaced my Storage Sheds with factories. My opponent made great use of the Lord Colony in his game. On the first level, this lets you take a wood or clay instead of doing an action at a place, and on level 2 you can even take planks or bricks. An advantage of this Colony is that you have to worry less about which path to take to your places of interest.

Playing through to era II means you don't have to rush to get any citizens in late era I. When only playing era I we pushed to have 2 citizens working in factories at the end of the game. Now, neither of us had citizens at that point. We both had around 6 farms at that point. I had 3 Foresters Houses, while my opponent had 2; and we both had 1 factory. In era II, the citizens entered the game, but in many cases still only to score points at the end of the game. My citizens only worked in factories, and that didn't boost any production. My opponent's citizens worked in Theaters as well. The Ore that is available in era II wasn't used by either of us, because there weren't many buildings that use it.

We thought the game would be better when going from only playing era I to playing era I and II, and that's certainly the case. Colonies for one add diversity between players, and there seem to be different viable strategies. However, era II isn't that different from era I, since it still feels like you're building towards something. In the end, I still only had citizens in factories, like in era I (only more). I hope that they will be put to good use in era III and IV. Our scores weren't very far apart, 124 vs 117. We both felt we could win until the end, and that we had build as good a community as possible. So far, I like what I'm seeing, and can't wait to play era III and IV.

Playerboards at the end of era II:



Session: Empires: Galactic Rebellion:: Five player first game

Sun, 23 Oct 2016 22:18:51 +0000

by mbausman

Completed our first five player game Saturday. No one had played this game before but four players had played Empires: Age of Discovery. The game took about 3 and a-half hours with about 25 minutes spent in setup and rules review. The winning score was 73 points. The winner sent a lot of rebels to the planets in order to have a strong presence on many worlds. The winner also had a strong economy in trade goods getting 12 economic points at the end.

It became a standard move for the early players to get a smuggler or to place for trade goods. In this game the smuggler does not get 5 UC when they go to the planet as the trader did so trade goods are very important for the economy. Another favorite move was the covert missions. We had a planet with no sentinels on it so a covert mission was free there. Covert missions give both advantages and VP's. There was also a lot of activity around the galactic senate. One player had a technology that granted a diplomat each turn and that diplomat went straight to the senate box every time.

Even though players knew about the galactic war, no one every played warfare to attack a sentinel until turn 7 when one was attacked and killed.

A few thoughts:
The covert mission can only be done by one player so the first player had a big advantage in doing those missions.
The smuggler in the trade box is able to take 2 trade goods. This often locked out other players from getting a trade good. This was really to strong. It would be better if the smuggler got the 5 UC for going to a planet and only 1 trade good.
The galactic War was not good. We had three planets cleared by sentinels and it was actually better to play for second place. It only took us about 7 minutes to draw the cubes for war but it was really not much fun.

For our next game, we will allow the smuggler to take 1 trade good and get the 5 UC when going to a planet. We will also change the Galactic War by giving everyone a bag and having extra cubes for the sentinels. The sentinels will then attack the player with the most rebels at any one time and not focus on one player until he is gone.

Overall I like this one better that Discovery because of the senate but it really needs some tweeks to mak it a great game.

Session: Stronghold (2nd edition):: Stronghold: The Misplaying

Sun, 23 Oct 2016 22:18:48 +0000

by Dark Son Re-posted from: and I tried out Stronghold, 2nd Ed. Saturday night. Overall, the game is fantastic. I loved the asymmetrical play, and we both discovered more and more depth to the play styles of each side and the game itself as the game progressed. Unfortunately, there were a TON of mis-plays and even more rules lookups. I think the game took us a total of 4 hours play time including set-up. We used Watch it Played's video to aid with set-up, and that did help inform me about a lot of rules beforehand, but that didn't stop us from misplaying a TON over the course of the game, including the win conditions themselves.After being slaughtered by arrows and cannons, and being consistently malfunctioned on my siege machines, I did eventually mount a double-maneuver phase, attacking both far flank sections as well as the two front sections on the attacker's left in a final push. I used all of my orders, though one of them was nuked by Jon's defender action, but it was fun watching him outguess me, as he knew I'd be trying to blow up his walls with my orcs and goblin fury through his defences somewhere in the midst of my four fronts. He ended up choosing incorrectly, and my goblins (including some marauders brought in from the woods) were able to punch a hole and win.Now, the misplays:I think I've cleared all of these up after visiting a bunch, checking the FAQ, rematching Watch It Played, and re-reading the 1.3 rulebook (I think mine is 1.2 despite my copy being brand new.)The biggest misplay/misunderstanding was in the victory condition. I somehow read it as being that the attacker needed Advantage of a number higher than the defending strength (not just units), when now I see that it is MUCH easier than that for the attacker to breach, needing only ANY advantage over the strength of defending UNITS ALONE (not including wall pieces or heroes). I’m also still miffed that the victory conditions are not called out clearly and plainly at the beginning of the manual and are reduced to a footnote sized sentence at the end of the assault phase.) It also seems from the example in the rulebook that if the defender is unable to reduce the attacker advantage to zero through casualties, that the attackers win. This seems to be the crux of the issue here.Here is how it seems to work: In the case of advantage, the opposite side must absorb eligible casualties in the amount of the advantage until the advantage is brought to zero. If it is an attacker advantage being resolved, and the defender is unable to absorb the advantage in casualties because he does not have enough strength in units (NOT because he has units too strong to be killed by the remainder), the attacker wins. Wow, even that sounds fiddly. But at least it’s understandable. Honestly, it would be much simpler with a battle board of some sort, or a simple cardboard track that moves from one contested wall section to the next during strength resolution. At any rate, this is a VERY simple rule that was completely garbled by bad rules writing. I'm also super-pissed that this isn't called out at the very beginning of the rules but is rather hidden in small letters in the assault section.Wall pieces cannot be removed by a melee attack. I'm not sure if we actually played that wrong or if I just didn't understand it. I don't think it would have come up except in the last turn anyway.Objective cards are kept face up. (Defender plans are kept face down.)Marauders are added to the rampart on the appropriate section, not the wall as I had thought. Also, I now see that it is ONLY the farthest rampart that gets these, though they can get them twice in a turn if two sets of units are moved in separate maneuvers from the previous rampart.Or[...]

Session: Last Blitzkrieg:: Rutan's Full Campaign AAR - Day 2

Sun, 23 Oct 2016 22:18:33 +0000

by Rutan I haven't got much further with Day 5 yet due to being away from home last weekend, but here's the fortnightly update.17 December (Turn 2)Normal, Poor, 1 hexAllied Air Points: 07th Armored is placed on the road NE of St Vith.German replacements are 3AV, 1 Tiger and 8 non-AV.Allied replacements are 3AV and 4 non-AV.The German wins the first player roll, and chooses to activate first.3rd Fallshirmjager DivisionFatigue: 1SNAFU mods: -1Activation: PassThe division hopes to sweep aside the units of 14 Cavalry Group to allow Peiper and 1st SS an open road west, but the rolls for barrage and attacks are appalling, and the paras take losses for no result. Fatigue increases to 2 and there is no 2nd activation.2nd Infantry DivisionFatigue: 1SNAFU mods: -2Activation: FailThe division accepts the Fail and tries for a 2nd activation, but fails with a 1.62nd Volksgrenadier DivisionFatigue: FreshSNAFU mods: +2Activation: PassThe formation concentrates on clearing the roads to St Vith, but once again barrage results are disappointing and progress is poor. Fresh status is lost and there is no 2nd activation.CCB/9th ArmoredFatigue: 2SNAFU mods: -2Activation: PassThe formation pulls back over the Our and kicks the I/190 across the river with 2 step losses. Their intent is to block the advance of 62VG against St Vith. Fatigue remains at 2 and there is no 2nd activation.2nd Panzer DivisionFatigue: FreshSNAFU mods: +2Activation: PassThe division's panzers roar across the completed Dasburg bridge and eliminate the company of the 110th in Marnach with multiple attacks by fire as they drive by. KG Gutman gets all the way to Allerborn, far to the west of Clervaux, while other units sever the MSR to that city and prepare to siege it.Loses Fresh status and gains a 2nd activationFatigue: 0SNAFU mods: +1Activation: PassThe continued push west overruns the supply train of the 110/28, which relocate back to Bastogne. Clervaux holds firm with just 2 steps of engineers remaining. A stubborn defence by the 110th 2nd battalion in Donnage holds up the bulk of 2nd Division’s armour, but spearheads reach Bourcy and Magaret. Fatigue remains at zero.106th Infantry DivisionFatigue: 0SNAFU mods: -1Activation: PartialThe troops in the Schnee Eifel are ordered to break out and retire on St Vith any way they can. Ten steps are lost by the retreating cut-off troops. Battalions on the Our drop back a little to coordinate a defence line with CCB/9. Barrages are ineffective. Fatigue remains at zero and there is no 2nd activation.26th Volksgrenadier DivisionFatigue: 0SNAFU mods: +1Activation: PartialKG Kunkel loses a step while attempting to drop support on L Company of the 110th. An attack leaves the US Company with just a single step. Troops march westward, but are delayed by the need to remain in communication with the HQ. Fatigue increases to 1 and there is a 2nd activation.Fatigue: 1SNAFU mods: 0Activation: PassKunkel and 2 battalions finish off the US company. An attack on Wiltz captures the city, but the bridge is blown. The Pioneer unit reaches Niederwampach, 8km east of Bastogne. Fatigue increases to 2.4th Infantry DivisionFatigue: 0SNAFU mods: -2Activation: PartialThe defensive line is readjusted slightly, and a barrage kills 2 steps of II/423. Fatigue remains at zero and there is no 2nd activation.560th Volksgrenadier DivisionFatigue: 0SNAFU mods: +1Activation: PassA battalion move north to Weiswampach, cutting the MSR to 112/28 in Ouren. Attacks and artillery kill 4 steps at the cost of 1. Fatigue remains at zero and there is no 2nd activation.109/28th RegimentFatigue: 0SNAFU mods: -1Activation: FailThe 2nd battalion retreats to Bastendorf, losing a step. There is no 2nd activation.18th Volksgrenadier DivisionFatigue: FreshSNAFU mods: +3Activation: PassThe 3/423 is destroyed i[...]

Session: World in Flames:: The Great Spanish Deception 7: Navel action is all we get.

Sun, 23 Oct 2016 21:48:01 +0000

by Stevenrd In Sep/Oct 1942 the Axis win the Initiative.Weather 6:Japan which had been preparing the attack on Bombay for a while now sees their ground strikes fail and the weather prevents any attacks. Italy take out a convoy in the Eastern Med and with Cyprus out of supply they land a division on the Resource. Germany retreats in the East establishing a line behind the river, Saratov if decided to not be that Important after all. Reinforcements are railed to the sieges of Leningrad and Athens. Allies 1:Navel action for the CW who restore supply to Athens, while also sending a massive fleet to kill the remains of the Italian fleet. However the search rolls prevent any action in the Med.China starts sending Stilwell and some units to Burma. This will provide the Japanese with a headache later this year.USSR takes a combined to send out their fleet. France takes a navel to block the North Sea with the Richelieu. Axis 2: Weather 6Despite the rain the Japanese attack Bombay, massive waves of carrier planes ground strike Mountbatten and his Indian Mechanized corps. The 5-1 +4 (Para's, HQ support, 2 flips and an engineer) become a 4-1 +4 and take Bombay. Mountbatten capitulates but India is not yet conquered, Calcutta is still in the hands of the CW and the Chinese are coming to the Rescue although their advance is very slow. Hata is brought from Japan to the Calcutta siege. After looking at the map Calcutta is the only remaining port for the CW in Asia. Even places as Kuwait have fallen to the Axis might. Only Oceania and South-Africa remain as part of the Empire on the Pacific map. Italy sinks the Repulse and retreats its fleet from the Eastern Med.Germany remains eager to capture Novgorod but the 3-1 assault sees a 2/1 split in losses. Novgorod will remain in communist hands this winter. Anton sees an inf corps as reinforcement to stabilize the central front. The Bismarck and the Deutschland fail to find the convoys near Murmansk.Allies 2: CW brings a marine and Canadian territorial to the port in Cyprus, since the division has no ZOC this happens unopposed. The USA sends even more troops to France. Making German dreams of liberating Brussel fade into oblivion (Paris had been given up long ago). The CW also launch a massive bombing raid on Köln. No German interception since the escorting fighters would be to strong. Anti-air is fired and with -2/5 they abort a bomber and take of 2 points. Bringing the raid down to 6 points, this however still leads to the loss of 2 bp. The French fail their attempt to hurt German production.Axis 3: Weather 10Italy fails a port strike on the CW ships near Cyprus. They do however damage the Prince of Wales and the Massachusetts with their navel air in the Western Med. Germany also takes a navel move and see the Emden damaged and aborted VS a sunk Cornwall and 1 convoy sunk. The Turkish fleet sink the Russian convoy.Japan moves/rails units to the siege of Calcutta hoping to take the city before the Americans join the war in the East ass well.There the turn ends. Side note, France and Italy are not at war with each other despite the fact that it is almost 1943!India after the fall of Bomaby:Cyrpus sees an unusual amount of action:Eastern front: Novgorod holds despite German efforts.The Western front with the aproaching USA: [...]

Session: Pandemic Legacy: Season 1:: The Beginning of the End (November Session Report - Full Spoilers Included!)

Sun, 23 Oct 2016 21:46:23 +0000

by LeonardQuirm (Continuing the month by month session reports: see our other months here - JanuaryFebruaryMarchAprilMayJuneEarly JulyLate JulyAugustEarly SeptemberLate SeptemberOctoberOnwards: to come!)November! For the first time in the campaign (started back in April) we were ahead of the real world calendar.Spoiler warning: We’ve completed all our searches, so if you haven’t done that yourselves, then DON’T READ AHEAD!.The briefing was brief and amusingly different. It’s not clear how much Zodiac has taken over the CDC, but they at least had chance to get communications this time. “We know you’re on to us, it’s too late”. Then a single other card, to scratch off if you hadn’t opened box 6 or 7. We’ve opened both so left the card unscratched for now: we’ll look at it at the end of the campaign to see how things would have worked instead. Still, amusing to think that potentially players could reach here having not found anything more than vague hints that something is a little off but not opened the boxes, so otherwise still be going along with the CDC plans as normal – only to have Zodiac declare “We know you’re on to us!” and throw a wobbly.There were no other cards, so no changes to set-up; nor could anything jump out at us mid-game, with the next card being the usual “draw at the end of your first game” in the month. Nonetheless, Nicole was convinced the briefing was a warning. In fact, she was convinced that whichever characters we took into the game would be killed at the end of the month! I didn’t think any such thing, so she decided that I had to choose both characters and “on your head be it” if something happened to them.It seems she still hasn’t forgiven the game for the Paranoid Soldier twist!We had two permanent Vaccine Factories on the board from last game, so were looking forward to clearing out a bunch of cities and saving the world as best we could. However, it wasn’t going to be easy – our first infected city, and final Permanent Military Base, was in Kolkata – bringing us to two in Asia, home to most of our Faded cities. Sigh. Our other threes were a triple of red cubes in Beijing and a triple of Faded in St Petersburg.We (well, I – see above) decided to take Valerie the Virologist and the newly joined Immunologist Iain – making them co-workers to aid their curing attempts. As Iain I started with a decent hand towards a Red cure – two Red cards plus the wildcard-stickered Washington, plus Cairo – useful for allowing us to start in Cairo knowing it would not be hit by Accelerated Incubation. For our October win bonus, we had three roadblocks to place – these went on the three roads out of St Petersburg, figuring we could afford to let it panic a few times but otherwise ignore it, and removing a Faded concern from the game.Our focus early was on Vaccines and Sabotage. We began in Cairo and I went first, taking my turn to move to Riyadh, build some new C4, blow up the base there and move back to safety in Cairo. Meanwhile Nicole used Valerie’s powers to remove a few Faded from Kolkata and prepared to pick up a set of Vaccines. I’d drawn a fourth red, so moved to Tokyo (for which Nicole had the card) and took it from her remotely using our Co-Workers. Cure done!However, the first epidemic hit after Nicole’s second turn and although we’d cured Red, we hadn’t actually dealt with the triple cubes in Beijing. Naturally, our newly infected city was Seoul, and it reappeared in the first two cards. Double outbreak! Neither city had seen an outbreak before, so it only took them to Unstable – but we finally reached the point of a full half of the cities on the map having Panic stickers.My turn, fairl[...]

Session: Mechs vs. Minions:: [Session report] Mission 1: Saved by Overdrive

Sun, 23 Oct 2016 20:06:42 +0000

by DrGosburoCoffin My wife and I played our first session of Mechs vs. Minions today, and we really loved the time we had with the game. Compared with other session reports I saw, it took us surprisingly long to finish the tutorial and the first mission, but that was most likely our own fault. Besides, it didn't actually feel that long to us, and we enjoyed every single minute of it. Read for yourself what happened to us, if you like to look at walls of text ...We took our time with the tutorial in order to let the rules sink in, and it took us about 40 minutes to finish it. This includes listening to the Radio Play, which is a great way to enhance the eperience - especially if you listen to the Escalation parts before actually turning the page and looking at the respective section of the dossier. Absolutely recommended!After the tutorial, we immediately went on to play Mission 1. My wife, playing Ziggs, decided to embrace her character's destructive nature and focused on offensive actions, while I (as Corki) tried to strike a balance between movement and minion slaying. I was able to get my "Speed" stack up to Level 3 pretty quickly and happily towed the bomb energy source towards its destination.Due to our inexperience with the game, we had to learn the hard way that parking the energy source (which is not fully unlike a bomb) right next to an empty spawn point is a great way to get it damaged as soon as a new minion appears there. Before we could do much about it, the bomb (allrightallrightallright) was down to its last health point, and our only option was to push it back to safety. Some unfortunate damage cards even caused us to push it all the way back into the school ... It took us quite some time to come up with a solution. In the meantime, we obliterated minion wave after minion wave with our Level 3 Chain Lighnings, Ripsaws, Cyclotrons and - my personal favourites - Skewers.Just as the Team Gear counter hit 15 (which is not a common occurence in Mission 1, as far as I heard), Corki was standing one space to the 'northeast' of the Repair Pad, while the bomb was in the same 'lane' as the Pad, but still pretty close to the School. Ziggs was first player and used his Schematics card to eliminate a lot of minions, then went on a rampage to kill nearly all of the remaining opponents (but leaving one specific minion alive that we would need later). Corki then used his Overdrive ability to move into the same lane as the bomb, then executed two Level 3 Skewers in a row (told you it was my favourite!) to reach the bomb. In fact, he even had so much momentum that he pushed it one space further away from its destination. Then Corki turned around (via Cyclotron) and used a Level 3 Speed command to tow the bomb towards the Pad as far as possible. The bomb ended up right next to a spawn point ... But as I mentioned, we had spared a certain minion's life before. This minion couldn't quite reach the bomb with his move, so he ended up right next to Corki and attacked him, which triggered the Level 3 Fuel Tank Corki had been saving for this occasion. Thus, the bomb was safe from the minion that had spawned next to it ... In the next turn, a quick reprogramming moved the Level 3 Speed stack into Corki's slot 1, and the bomb finally arrived at the Repair Pad.It took us nearly two hours to play through Mission 1, which seems very long in comparison to other reports. But as I said, this was mainly our own 'fault'. We would have saved a lot of time if we had relied more on pushing the bomb than on the much less economic towing. On the other hand, with the bomb's health down to 1 so soon, we had to be extremely careful, and there were several occasions where defeat was averted only b[...]

Session: World in Flames:: The Great Spanish Deception 6: USA shows up

Sun, 23 Oct 2016 20:06:27 +0000

by Stevenrd 1942 July/AugustAllies win initiative: Weather 4CW and USA take a navel and send out their fleets to the Med. Hamburg is bombed for 2 points. The lack of fighters becomes painfully clear.USSR establishes a new line near Saratov.France brings fresh troops to the frond and ground strike a stack of Germans but only hit one inf corps. In Liege the anti tank is also ground strike once more. No attacks in the West.Axis 1: Germany tries to ground strike a few Russians and lose 2 Stuka's. They attack despite this failure and shoot down a Russian fighter and abort 2 of the three bombers for 1 aborted German bomber. The 2-1 +1 Blitz sees a German armored division lost, later it will turn out that this was the turning point in the East. Germany will not make any gains in the central or Southern front from this point onward and only very marginal gains in the North. Italy sends out the remaining fleet to face the USA however they must be content with shooting down a Baffin. The Impero and a cruiser are aborted at the cost of an Allied fighter being aborted. Searches fail after that.Japan invades next to Aden to secure the perimeter around India. The Colombo who tried to prevent it sees the bottom of the sea.Allies 2: Weather 1USSR attack a German inf corps and blitz it in a 4-1 +1 attack */B. The flipped Germans in the center are a juicy target, since Rommel could only flip back 3 units. The USA sends a division to Athens. Clark and an armored corps go to Alexandria. France sees the arrival of Eisenhower, a motorized corps, inf corps, engineer and anti air divisions. CW ground strike a Garrison in the West and lose a good fighter with pilot against a German fighter without pilot. France attacks and scores an R.USA and CW attack near Suez with a 2-1 +2 blitz shooting down the Turkish bomber but a 1 sees the loss of a nice mechanized corps from the CW. Axis 2: Italy and Germany attack the flipped Allies near Suez and pay the price with 2 militia. Germany flips lots of corpses and planes back in the West and attack Novgord with a 4-1 killing one corps but getting flipped in the process. Japan captures Aden with a 7-1 attack while also capturing the most Northern port city in India with a 20-2 attack with para's and navel/air support. Allies 3: Weather 6USA sends its troops forward in France. USSR advances a bit around Saratov. CW on a combined try to send convoys through the Western Med but they are found twice and stay in the Western med not risking a battle. In the Navel combat the splits go 4/10 and a surface battle in the 15/20 column with both sides having 5-7 ships ensures. The Italians however have enough surprise points to pick a target and bring the CW a column down. The ranger will sink but an 8 sees it only damaged. Still a decent result since the Italians only have a cruiser damaged. Axis 3:Germany takes a combined and they send out the Bismark and Deutschland. They find the convoys and sink the Courageous which was not as lucky as the Ranger, 3 convoys are aborted.Italy passes.Japan advances on Bombay restores oil pipe line to Persia and fails to find 2 CW cruisers with the Yamato group. Allies 4: Weather 7CW take a navel to restore the convoy line to Murmansk. Also restoring supply in the Eastern Med with a third attempt to get convoys through the Western Med. In the Western Med the allies find the Italians with a 1/9 split. This results in the loss of the Magno and Caio Dulio while the CW only loses the Manchester.Other Allies pass.Axis 4: Japan has Bombay surrounded and flips units back with transports.The Kriegsmarine sets sail and they sink 2 cruisers damage another and chase away all battleships. Only having 1 cruiser of their[...]

Session: Sherlock Holmes Consulting Detective:: First play, Case 1: The Munitions Magnate [MAJOR SPOILERS]

Sun, 23 Oct 2016 19:39:30 +0000

by tineykitty Oh my word, what a wonderful game! My other half and I finally brought this to the table about 48 hours ago, and finished it last night. We're still talking about it over breakfast today.Setting the sceneGot all the bits out, ooh'd and ahh'd over the lovely map of London, and read through the opening statement. Tried to play some era-appropriate music, plumped for synthwave instead when negotiating with my media box to do anything sensible, largely failed Got pencil and paper together to take notes of places visited and important clues.Evening no. 1, or "We're really not very good at this, are we?"We read the opening statement. We then read it again, and again...[o]I drew a sort of mock suspects' mind-map, with the victim, Courtney, at the centre, and all the perps, fanning out (Lord Ragland, Marlowe, Beatrice, etc etc). This had a few key facts about each person below each bubble (philanderer for CA, bad with cash for LR etc). Tried to establish what the diary entries meant, what the note meant etc...[/o]Then we started visiting places. Very very haphazardly. Probably because we realised a few things very late.[o]I recall saying "where are his offices anyway, we haven't been to the crime scene..." We also got very drawn into visiting places to try and find proof about interesting facts which may or may not have be relevant to the particulars of the case. Like, for instance, how we were very disappointed about the short entry at the US Embassy. Also possibly overthinking things. "yeah, but what if Egan was lying about having his men stalk the other foreign magnates?" was one thing that came up.We note how Lord Ragland takes his B&H. It occurs to me the offices will be in the directory. We finally visit the crime scene. We now have likely perp, but no motive.To make it easier for us to understand the company structure, we're now calling LR - CTO, Marlowe, CEO and Richard Camp the Developer (or Dev) - because it translated their likely responsibilities very well to the modern day.[/o]After visiting too many places, and looking at the ever lengthening -5 points we were facing, and because both of us had a headache, we turned in for the night.Evening no. 2, or "Beyond reasonable doubt"We decide to review our approach. It's too haphazard, we need to establish a more structured approach. Mr Tineykitty then points out we have been probably structuring this the wrong way.[o]Out goes the mindmap. He draws up a timeline to track the last known movements of the victim. We visit no more places at this point. Using what we already know, we piece together the last 48 hours of CA. We check to see if people can travel the distance in the time frame they stated. We read the first opening statement again. We question, why a CTO would have stock certs for other companies (from our previous visit to the plant). We know he's bad with cash, and can't pay his own tailor (after visiting one of the names on the invoice) until the day after CA's death We speculate if he is as bad with his cash regarding his tailor, he may be really bad at making investments. We speculate the envelope to Drummond's (his bank) is an IOU for a loan he took out. He are happy with this explanation, and feel a visit to Drummond's won't garner more information.The new CEO is cold and disinterested, more interested in playing golf than the death of his colleague. I point out this is suspicious, Mr Tineykitty says in real life, this really isn't suspicious and is very much normal He gets ruled out.The German Attache has a suspiciously attractive wife, who is probably rendevou-ing with our victim. I point out that SP10 = Special Project 10. Mr Tinykitt[...]

Session: Conan:: Pict Village - First Game

Sun, 23 Oct 2016 19:39:26 +0000

by multifish Conan burst into the village and smashed straight through the wall of the nearest hut. The princess wasn't there, but the three snarling hyenas that were, quickly regrouped after his dramatic entrance. Conan swung his hefty battle axe and cleaved through them all without hesitation. Pushing through the flap into the adjoining tent, he made quick work of the three Pict Hunters he had also surprised.Shavatas sneaked in on the other side of the village. They had split up to cover ground quickly and try to find Yselda before the rest of the Picts returned. He stealthily moved into the nearest hut and managed to slay the two Hyenas with his Kris before they were even aware he was there. No princess, but a chest stood against one wall. He picked the lock with ease to find a crossbow; that might come in handy later.Hydrathus was crouched outside the other entrance. Everything had been quiet until Conan had burst into the huts nearby; that was his cue. He ran into the village and before the lone warrior in front of him could react, disappeared in front of his eyes as he teleported inside the hut. He briefly smiled as he thought how simple that was for him, almost easier than pushing aside those heavy hides across the huts' entrances. Conan was no longer here, but the Hyena bodies and the gaping hole in one wall were clear indications he had been. A chest lay untouched amid the carnage. Hydrathus picked the lock and found an explosive orb. He had a feeling things were about to kick off so picked it up quickly.Shavatas heard an almighty crash outside and turned round in time to see an huge snake entering his hut. It struck and despite dodging aside quickly, Shavatas was hurt; he needed to be more careful. He dodged around the huge snake and past the warrior outside into the nearby hit through the gaping hole the snake had left. Yselda lay unconscious on the floor with her hands and feet bound.Conan and Hydrathus both heard the commotion caused by the snake and rushed towards the noise in case Shavatas needed help. "Shavatas" Conan bellowed. "Here. I've found the girl." he replied. A Pict Warrior turned to stare at the shouting; Hydrathus dispatched him quickly with lightning magic before moving into the tent to help.Conan had one more job to do and headed to the stone hut of the Pict Chieftan. Bursting in, swinging his almighty axe, the Chieftain's head dropped to the floor before he could act. Leaving the head for now he moved outside to see if the escape route was clear. He could see a group of Pict hunters approaching the village. Suddenly a giant snake tore out of a hut and headed towards him; so that was what caused all the noise before. The snake moved fast despite its bulk and lashed out at Conan hurting him badly.Shavatas saw the snake rush past and ran out of the hut leaving Hydrathus with Yselda. He fired the crossbow repeatedly at the snake wounding it with the flurry of bolts. Dodging around Conan he snuck inside the Chieftan's hut and picked up the gruesome trophy that Yselda's father had requested. Now they just needed to get out in one piece.Conan took an almighty swing at the snake and buried his axe firmly in its side. The snake twitched and fell silent. Pulling his axe free he moved towards the hut containing Yselda.Hydrathus watched through the wall as Conan approached, seriously bloodied from his battle with the snake. Suddenly Pict hunters appeared and surrounded Conan. The almighty barbarian was overwhelmed and Hydrathus saw him fall mortally wounded from their blows. Taking the exploding Orb he had found earlier he threw it into their midst. The explosion was bigg[...]

Session: Dead of Winter: The Long Night:: The Long Night in Japan Game 01: Tooth Feary

Sun, 23 Oct 2016 18:58:44 +0000

by n107 Having been fortunate enough to snag this game for $16 on Amazon, I was eager to give it a try now that it's in my hands. I received it two days ago, read the rules as fast as I could and the next day I gathered some of the game group to try it out. Usually I like to spend a few nights mulling over rule books then doing a dry run, but there was no time for that in this instance. I had no choice but to jump right in. Although I knew in general what the game was about I had no idea what we'd encounter in the Dead of Winter...Players - Starting Charactersn107 - Kumar Sen & Eric ParkerLolai - Rosa Rodriguez & Cole WintersLeanne - Chloe Larousse & Emma HanDandelion - Gia Najjar & Lily MaeModulesNoneAlthough I initially thought I'd add in the Bandit and Improvement modules, at the very end I cut them out as I wanted us to get a hang of the basics of the game without me having to remember even more rules.ObjectiveTributeWe opted to go with the rule book's suggestion of using this as the starting objective. It didn't look too hard but we were a bit concerned about having only four rounds to complete the objective. Secret ObjectivePrepared for AnythingMy secret objective didn't seem that difficult. I just needed to end the game with four different card icons in my hand. Gotta be prepared for anything. ---Round 4 Crisis: The VaultLolai's group leader had the highest influence out of our group so the turn order was Lolai, Leanne, Dandelion and myself. I was a little sad to be last in the rotation because I was so eager to start exploring this fascinating game.Knowing we only had four rounds to get what we needed in addition to collecting four Junk cards for the Crisis, Lolai started by sending Cole out to the police station. I had the Crossroads card in my hand and saw it triggered if Lolai moves a character, as he just did. However, Cole rolled for exposure and got a Bite, ending his adventure immediately. We were all shocked. The first action on the first turn of the first game and a character is killed effortlessly. Being the newbie that I am to this game, I mistakenly read the Crossroads card. As the only option that could work now that Cole was dead was the first one, Lolai had to take it and a wave of zombies came to the colony. Now we know that the Crossroads would not have triggered due to the death of Cole but, live and learn. Or not. Next, Rosa went out to the Police Station to pick up where Cole never left off. Amazingly, she came across a new survivor who entered her group. It was Jamie Gilmour, Private Investigator. As Leanne took her turn, Chloe went out into the wild--safely--and also discovered a new survivor for the group: Kevin Jackson, the sniper. She decided to make use of his ability to snipe a zombie for free and, miraculously, that was exactly what was needed to trigger the Crossroads card! According to the Crossroads card:[o]Kevin spots another sniper, a man in black, and has to decide on whether to try to take him out with a risk of being shot by the man in black OR running away, which leaves the card in play and ready to trigger again every time Kevin uses his ability. [/o]Kevin chose to run for now, so the threat would remain for the future.Dandelion sent Lily out searching in the school and nothing eventful happened. She helped contribute food to the colony and items to the crisis but we weren't doing too well in passing the current threat. On my turn, I kept Kumar at the Colony as he's not really great at fighting or searching but I used his ability to try to stop our Morale loss from early. I failed. The reaso[...]

Session: Thornwatch:: Session Report: Walloping Showdown in the Blood-Soaked Forest!

Sun, 23 Oct 2016 14:53:05 +0000

by culix We had a huge battle! Lots of critters died! It was awesome.Best MomentsGlider AlphaArt by Mike Krahulik.Copyright Penny Arcade / Lone Shark Games• Glider pack attack! As the Judge I got to roll 30 attack dice in a single round! (5 attacks x 6 dice each). Handing out 15 wounds to the Guard and 11 wounds to the Sage at the same time was amazing XD• The Sage handed back all of those wounds! Verdant Shield blocked everything and it went straight back into the wound deck! ugh XD (but as a player, a very cool ability)• The Blade evades death! The Blade used Dodge to remove the die that would have killed him and ended the battle in Thornwatch failure (emptied the entire wounds deck). Very useful maneuver.• Empty fireball! The Sage tried to use their biggest attack spell (Fireball) on a big group of Gliders, but rolled all misses! 0, 0, 2, 3, 3. Thanks for the free ebb and not killing any of my monsters!• Sage revenge! The Sage later combined the Bridge of Ages terrain effect (+1 die on all hero rolls in that area) with Rend Earth to roll 3 dice for each Glider again! They killed four Gliders in one turn.• Trail of Blood! The Blade used Trail of Blood to dance across three areas and slice off two enemies! (even as the Judge I love this skill; can't ever have too much of it).• Seven monsters dead in one turn! Because the party had coordinated and knocked the Gliders to the edge of the Momentum track, attacks from the remaining two players killed Glider pawns outright. This meant 2 kills for the Blade and 5 for the Sage, taking out 7 enemies in a single turn. Savage. (it turns out I had the rules wrong and we were playing incorrectly, but it was still fun)• Somebody planned ahead! The Guard actually used Plan, which let him go first next round no matter what. It was cool to see how this ability worked, and it actually prevented the large pack of Gliders from smashing the Thornwatch and ending the game. The Guard was able to damage the Gliders before their turn, knocking them down the Momentum track so the remaining Thornwatch could play their turns and recover. Very useful.Phew!--SetupThree players, one of whom had never played Thornwatch before. This brings my total to 8 new players introduced to Thornwatch and/or boardgames and roleplaying.Party: Guard, Blade, and Sage. The players from last session each tried new classes this time (Guard -> Blade and Blade -> Sage).Setup time: 15 minutes (including explaining the rules to the new player)Play time: 52 minutesFinal Outcome: decisive Judge victory! Twice. But we kept playing the scene anyway to have more fun and see what would happen.Scene: Signs and Portents--Signs and Portents scene title.Art by Mike Krahulik. Copyright Penny Arcade / Lone Shark GamesCustom Victory ConditionBecause the scene doesn't specify a victory condition (I asked about that here) I made one up: after all objective tokens are gone or all enemies are dead, the party collectively rolls 5d10. If they get 4 or more successes, they win! They have found enough trace of the tracks to continue following. Otherwise they fail - tracks washed out. For each objective token the players picked up during the scene they would get 1 additional die to roll at the end, hopefully encouraging them to grab the tokens.Time to be a Jerk- er, I mean JudgeLast time I went easy on the players. This time: no. I wanted to test the limits of the Judge roll and see if the game could be competitive. It was fun.I placed Ebb Well and both Ley Line terrain cards to grant me lots of ebb (Judge currency), and spent all of it p[...]

Session: Mechs vs. Minions:: So close, but yet so far. (Mission 1)

Sun, 23 Oct 2016 14:05:29 +0000

by briezee

As crazy as it sounds, I bought this game on a lark, figuring that I could gift it to my brother if I didn't like it. I'm generally not a fan of programmed movement games (and yet I keep buying them...) My brother is out of luck for right now. Maybe for his January birthday (image) ...

I played solo, playing all four mechs.

The tutorial was simple to follow. Mission 1 was a little bit harder. Came close, but ultimately was about a turn behind. Considering at one point one of the mechs was trapped by another one for two turns, I probably made a fatal error around there.

It took several turns to get the bomb out of the school (just didn't have the movement cards), but eventually I was able to push it down the field. (That felt so much more efficient than towing.) Then it was a matter of trying not to stop where the bomb was going to have adjacent minions. Yeah, that timing was bit harder.

According to the minion kill tracker, I killed just shy of 70 minions! My pile of them just kept cycling through. It was fun to figure out combos that worked well. One of my more common errors was neglecting all forms of movement in the program. Spinning in circles and firing (ripsaw, especially, which is blocked by obstacles) doesn't work when you can't move out from behind the mech who is moving back and forth in front of you.

Another interesting tactical point was determining when/if to heal damage. Sometimes the damage worked out where it was helpful and it allowed you to focus on tweaking part of your command line that might now have been working as well.

I can definitely see how this game would be awesome with a full player count, but I still had a lot of fun myself. I'm preemptively claiming Tristana as my character should I play with a larger player count. I love the purple girly character. (image) I do wish there was a second female character, but I understand why there wasn't. And I am happy that they did put at least the one in the game.

The radio play for the missions is a hoot. I recommend listening to it at least once.

It's going to be a week until I can get back to mission 1 for a another attempt.

End state game boards:

Corki and Heimerdinger's programs:

Tristana and Ziggs' programs:

Session: SeaFall:: [SPOILERS] The Province of Mainframe: Game 2

Sun, 23 Oct 2016 14:05:20 +0000

by lactamaeon After last week I was counting down the hours to play Seafall again. Everyone else seemed to be as excited as I was.TLDR: I just missed winning again, but I got to unlock a chest! Also, pay closer attention to which inset lines up with which island! Also also, make sure players know that retired advisor stickers stack with printed bonuses!As before, I will NOT BE HIDING SPOILERS, but there may be stuff that doesn't get unlocked. Also, I'm just going to recount my experience, trying to track all 5 players' stuff would be a nightmare! They are invited to add their experiences here or post their own threads :)I've known since last week what my first action was going to be this game: sail out to the Treasure Island with Quirk, the Advanced Scout. Spending two fortune, I was able to claim the milestone, improve my reputation, and set aside a chest to be unlocked at the end of the game. Following this, we sailed home and repaired the Saucy Mare, after which Welman (Renowned Builder) was able upgrade the Saucy Mare to Endure more damage, and to build a Gun Tower on the +1 glory build site I claimed previously. However, a band of pirates had formed and kidnapped an advisor (Ben the Carpenter, purchased on a previous turn).While this turn of events had earned me quite a bit of glory, I was now completely spent of resources and the nearest islands hated me! So I began sailing for farther shores and raising some taxes. On the following turn, I was able to reach Tor Island and raid its weakest site with the help of Elton (the Madman). We closed out the year with a raid and tax action.At the start of year 2, the astrolabe shifted so that I was going third instead of last. This would prove to be problematic for me! Welman attempted to close out the game by building with nothing but gold, but ships came from the neighboring Province of R'lyeh (yes, really) to destroy our Gun Tower (I think we forgot to give this player her spoils for destroying the building) and blocking off that build site for the year! We sailed home and built a Port with Megabyte (the Convict) providing a discount.At this point I needed one more glory* to cross the finish line so I went back out and attempted a raid with 2 dice** (against a defense of 2) - no luck! I got one more turn and attempted again with only 1 die this time. I did get the success and cross the target glory, but the Province of Prenderthale had also reached the target claimed victory for their Duchess, Talina!*Running back through my actions as written in my notes, it looks like I should have one more glory than was recorded in the book. But that total assumes the Madman took no damage in his raid, which I can't say for sure, so we will not take any retroactive steps.**I should have rolled an extra die here, because I was calculating penalties based on a different island. Again, we won't be applying any retroactive adjustments.At the game's end, I had no fortune or reputation remaining, and had to leave a lot of enmity stickers on the board. R'lyeh only left two stickers on my province. I kept Welman (Renowned Builder) and improved the Saucy Mare's explore value.And then we unlocked the first chest! Research cards! Uncharted Waters! Explore the Sea! Raid Ships! New Advisors! New Title Cards! New Milestones! New bagged events! New Structures and Upgrades!We didn't look at any of the new cards with two exceptions: I flipped up one Research card and one Uncharted Waters card to ensure that we knew which was which, and also to give people a hint[...]

Session: Mechs vs. Minions:: Our impressions as we go through the campaign

Sun, 23 Oct 2016 13:58:04 +0000

by Spukky Most of you probably noticed this game high up in the hotness list, some of you maybe followed this a bit or watched some of the reviews, alot of you already are following this.We really where into the hype, loved how Riot promoted this game. So I was ready when the orders opened up and after 30min of refreshing I managed to get in and order a copy (Riot was totally overwhelmed by the amount of people and their website had trouble managing the traffic, they apologize for this on numerous occasions).Today our copy arrived.Not my pictureThis is a beautiful looking coop game inspired by (and made by the same company that made) League of Legends in which you program your mech to destroy lots of minions (hence the name ☺).Components in this are just stellar, big sturdy box, beautiful inserts, prepainted mechs, prewashed minions, big envolops that contain the mission (and new cards and stuff), really top notch.We managed to get our first quick game in after work. We used the tutorial mission included to learn the game.It explains al the mechanics in an easy to understand and fun way.Most of this I knew already from watching Rahdo's runthrough on this, but my gf didn't yet. I love how they used the tutorial to introduce new stuff step by step. It is our first "programming" game and my gf really like being introduced slowly into al this.After playing the tutorial the game instructed us the open the first mission envelope but it was getting late and it was a long day at work so we decided to wait and open the envelope and play the mission tommorow.Very early to say much about the game but our first impression is very very very positive. Really impressed by everything and can hardly wait to play our first mission tommorow.More to come.Mission 1Just finished our first real game, the first mission.It was still very basic giving us time to get used to the programming and how the minions move and attack. Since this mission is very basic I'm not gone use spoiler tags yet, maybe for updates on future missions I'll use them not to spoil the suprise for those who don't want to. (Loved how Rahdo kept his runthrough very low on spoilers, never watched anything else cause I like the suprise when opening new envelopes.)We got our first special ability, these cards get triggered after you kill a certain number of enemies giving very cool one time or permanent abilities.In this we had tho push or tow a bomb from the school to a repair spot. As soon as the bomb left the school it introduced the hourglass putting a timer on the drafting of our programming cards. Very fun how the hourglass forced us to plan before seeing the cards, and then coming up with something else if the cards don't come your way.The mission wasn't to hard, the bomb started with 5 hit point and we finished with 3 left. Al in al a very first mission, looking very much forward to the next one. We haven't opened the envelope yet (but from the name I know it's the one rahdo did a runthrough on).Update: Mission 2This I would call the first real mission, there is a real threat here, waves of minions keep coming and keeping the school safe (it only has 1 health) can be a though puzzle to Crack.We played this mission 3 times. Our first game we made an big mistake we forgot to escalate the mission when we picked up crystals.Try 2 we lost, to much minions closed in on the school and 1 slipped by blowing up the school.Our 3th go we came very close to losing but we always just where able to figure out the way[...]

Session: Terraforming Mars:: After the beginner game, we are all hooked

Sun, 23 Oct 2016 13:53:31 +0000

by Norbert Chan Don had gotten this in a new shipment of games. Don, Craig, Trevor and Ken had gotten through the rules and played a few turns before I arrived. I had read the rules online during the week, so they were nice enough to start again and let me join in as a 5th player. We were playing the beginner game, each having the basic corporation of 42 M€. In the basic games, you get dealt 10 cards and you can keep them all. Player order was Craig, myself, Ken, Don and Trevor. I didn’t have any card that bumped up my income in any way, but I had the 18 M€ remote outpost card that reduces each further card by 1M€, and gives you a city on Mars. This was my first play and was instructive for 2 reasons. I built my city at the edge of the map to get some titanium, but this turned out to be a bad play as it is hard to surround a city tile on the edge with greenery tiles. So that was one lesson learned. Being our first game, everyone told me that I could only use the 1 M€ reduction once per generation, but when the game was over, we figured out the card had a continuous effect. So it meant, on perhaps 7 or 8 cards, I didn’t get the reduction, which might have allowed me to play another card. But it was a learning game. Ken deliberately didn’t play too many cards, to get up to 16 cards, then claim the milestone for first one to 16 cards. Craig was able to get his steel, titanium and heat production up, so he had the best economy. Don was able to maintain the TR lead the whole game, through the use of comets and other cards. Trevor had many bonus cards and one that gave a VP for every 3 microbes and generating many plants. I continued to play cards to put cities on the map. I paid 25 M€ to place a city off Mars, and go up 1 production in titanium. This wasn’t an optimal move, but I was playing what I felt was best, before I got enough cards to bump up my energy level. By the time I got energy level up to 8, Craig had a lot of heat, so the temperature gauge was running up quickly. I got my third city down off Mars and claimed the milestone for that. Ken surprised everyone by placing his 8th building tag with around 8 buildings in his tableau to claim the last milestone. As the endgame approached, Craig paid for the miner award, as he was generating the most steel and titanium. On the last turn, with 2 science tags for myself and Don, I decided to pay 14 M€ to fund the science award, not knowing who would win that, but didn’t want to let someone else have an award. Ken paid 20 M€ for the last award of banker as he easily had the highest M€ generation. So Ken was going to earn 15 VPs from 2 milestones and 1 award. No one else had that, so it became evident that Ken was the evident favourite. Don played another comet the previous round to push temperature up 3 or 4 times and push his TR even higher, but it was not enough. Scores:Ken 61 (31 TR , 10 milestones, 5 award builder, 9 board, 6 cards), Norbert 54 (29 TR, 5 milestone, 5 scientist award, 3 board, 12 cards), Don 53 (36 TR, 2 award scientist, 2 award miner, 5 board, 8 cards), Craig 49 (29 TR, 2 award builder, 5 award miner, 10 board, 3 cards), Trevor 47 (28 TR, 6 board, 13 cards)Ken is blue, I am yellow, Don is white, Craig is red, and Trevor is green. Craig did well on the board with his cities and I am surprised he did not socre more points. Trevor had the plant production lead and had 6 pts worth of greenery tiles. As noted before, my edge city is not[...]

Session: Vietnam 1965-1975:: Doves in Charge - 1967

Sun, 23 Oct 2016 00:12:57 +0000

by Raindem This is the next in series of the Doves in Charge AAR. Progress in the game has slowed considerably since the last update. But I’m hopeful we can pick up the pace to keep things moving along.Year start vital stats:U.S. Morale - 510Commitment - 148SVN Morale - 83SVN Draft level - 74Controlled Population - 246NVA Morale - 116Commitment - ?VC Draft Level - ?Controlled Population - 114SPRINGInterphaseThings are settling down again in the political arena. Population went up another 4 points and the government was stable. My effectiveness rolls continued to tank, however. Rolled a 5 so the U.S. would be on their own again.The Doves were finally convinced that the current situation, favorable as it may appear on paper, was untenable without more comittment. So an increase of 25 CPs was authorized. We brought in the U.S. 9th Infantry, all the remaining artillery, and a few support points. The New Jersey returned to port. We didn’t feel we were getting a good bang for the buck with it. All it did was bombard the NVA. For the same cost I could put 2 heavy artillery units in Hue (which would provide defensive support in between bombardments).The VC recruited an additional 42 units and the NVA brought in another HQ and regiment near the DMZ. Of the VC units, 2 HQs and 7 regiments was later identified. The NLF is now recruiting at a rate of 30 CPs per season.OperationsSeveral heavy artillery battalions that shipped to Hue helped stabilize the northern front. But the NVA then started bombarding and pretty much wiped out the ARVN replacement pool again. It’s amazing how many casualties the ARVN takes having so few effective units!The NVA in Kontum attacked Pleiku instead of invading Binh Dinh. A loud sigh of relief was heard in the Allied headquarters in Saigon. Kontum had already been written off. But Binh Dinh would have been a tough fight.The generals weren’t so happy about what occurred further south, however. A new VC division was recruited near Dak Song. This was later identified as the 9th VC division. They were destroyed in Khanh Hoa last summer. But now they were back and poised to invade Tuyen Duc. The U.S. 9th Infantry arrived in Khanh Hoa this season but was in no position to help out. Gia Nghia fell after just 1 round of combat. I really hated losing that capital since the population of Tuyen Duc had started turning pro-government. The U.S. 9th was never quite able to engage the VC. The NLF went on a rampage during the 2nd turn, trying to destroy as many U.S. replacements as possible. Their plan worked well enough that I decided not to tackle this force until next season, when we’ve had a chance to reload. Down in IV Corps the group of VC that had been hanging out in the northwest corner of the delta started moving inland. I had planned a series of light operations (Bump & Shove with support) to push everyone back into Kien Giang. However, on the very first operation I stumbled into a VC regiment. It could have alerted away but chose to fight. The enemy then started piling battalions into the target hex through reaction moves. It was an aggessive and unexpected move. But probably an ill-advised one, being in poor defensive terrain with so many Allied assets nearby. The VC were pushed back against the coast. Here is a shot of the battle at its bloody climax. I was able to call in reserves, block further retreat, and eliminate the regiment and 3 a[...]

Session: Revolt in the East:: Czechmate - A failed revolt in the East

Sun, 23 Oct 2016 00:12:40 +0000

by latics With an empty house and time on my hands I finally got round to playing Revolt In The East in solitaire mode.I went with the 1968 Czech resistance scenario, because it seemed a good entry to the game and reasonably plausible.Having read round the subject it seemed slightly odd that none of the WP countries that were involved in the '68 invasion are given to the Soviets, but that's fine. They have plenty of other firepower to bring to bear.Turn 1The Czech army occupy Ostrava and Prague and the 1st Army takes up a position in the rough terrain south of Brno and the brave defenders wait for the onslaught. The NATO forces in West Germany make some minor moves, but nothing significant. Note : In 1968 the Soviets were able to invade with almost complete surprise, so I decided to limit the redeployment.In response to Czechoslovakia's political reforms, Soviet armies cross the border. The attacks on Prague and Ostrava are only partially successful. The defending units are wiped out, but with significant Russian casualties and the cities remain in revolt. Brno is taken and it appears that the Soviets will only have mopping up to do.Turn 2The Hungarian and East German governments are appalled by some of the apparent Soviet army atrocities and demand an audience with Brezhnev. They are sent away with a flea in their ears. They feel they have no choice, but to mobilise and prepare for rebellion.Revolt markers placed on Rostok, Berlin, Leipzig, Budapest and Obderlin.Note : It's not entirely clear what's supposed to happen to the Berlin garrison in this instance so I used the rule from the standard scenario (14.11)The East German 2nd Army is pinned by the Soviet 11th Guards and the 1st Army occupies Rostock.Hungarian 1st and 2nd armies occupy Budapest and Obderlin respectivelyAll NATO forces advance to the West/East German border in preparation for limited action in East Germany and to protect West Berlin.The Soviets are swift and ruthless in employing the Brezhnev Doctrine. The armies deployed to guard the Warsaw Pact western flank turn east. Leipzig, Rostock, Berlin, Budapest and Obderlin all fall. The forces that had "liberated" Czechoslovakia are handily placed to suppress the upstart Hungarians. 2nd East German army is surrounded, but take down the Soviets pay a high price in the ensuing battle.Prague and Ostrava are also taken, but Brno goes into revolt again when the Soviet 37th army is prematurely moved out.Turn 3There is sporadic fighting and resistance in East Germany and Czechoslovakia, but the rest of the Warsaw Pact dithers in its response. The American and British ambassadors in Moscow are given short shrift.Brno finally falls.Soviet forces move proactively into Rumania and Bulgaria as a show of support to their allies.Turn 4Hungarian partisans fight a rearguard action and destroy some Soviet supply convoys. NATO wrings its hands.Russian divisions return to their posts on the border. Turn 5There is widespead civil disobedience in Budapest, but the Soviets easily quell the rebellion before it can become a fully fledged revolt. Rumours of Polish disaffection reach Moscow. Two armies are sent to monitor the situation and to guard key communications hubs.Turn 6A demonstration in Poznan is brutally put down. The Communist government is replaced in a coup and the army rebels against Soviet occupation. 4th Polish army occupies Stettin. Polish civilians build barricades in[...]

Session: Codeword Cromwell: The German Invasion of England, 8 June 1940:: Codeword Cromwell 1940 Battle of Rotherfield – Sleepy Sussex village prepares for invasion. Part 1

Sat, 22 Oct 2016 23:38:04 +0000

by Simonsmrt Game session using the village where I live to add to the narrative. Names of some of the protagonist have been changed to either add to the dramatic effect or so as not to upset some of the real people! . The day before the storm – Rotherfield’s St Deny’s church tower basking in the sunshine.After the allied debacle in the Battle of France and the subsequent Luftwaffe’s victory over the RAF during the aerial campaign against England, German e-boats are spotted laying down a carpet of mines over 2 broad areas in the English Channel. Inside the cordon, merchant ships, ferries, barges and other German naval vessels are seen preparing to embark troops while Junkers Ju-52 tri-motor transport aircraft are concentrated on Northern French airfields. Operation Seelöwe is about to begin.Meanwhile, in England Churchill delivers a grim speech in the House of Commons "All his (Hitler’s) preparations for invasion on a great scale are steadily going forward. Several hundreds of self-propelled barges are moving down the coasts of Europe from the German and Dutch harbours to the ports of northern France, from Dunkirk to Brest, and beyond Brest to the French harbours in the Bay of Biscay"For the residents of sleepy Rotherfield a storm approaches dressed in Feldgrau armed with 7.92mm rounds. Will they and Mainwaring’s Home Guard be up to the job and able to defend this green and pleasant land?As news reached the Home Guard of an imminent invasion the church bells of St Denys' church began to peel. Local residents were warned to be extra vigilant especially for anything suspicious such as bearded men disguised as nuns. Capt. Mainwaring took on the role of organising the village defence. A temporary sandbagged pillbox style defence was erected covering the western approaches from the village side of the bridge. Small arms equipment stockpiled in the church crypt began to be issued until it was discovered that some of the weapons had apparently been tampered with rendering a large amount unfit for use. With the added complication of the possibility of a Fifth Columnist at large in the Parish, tension reached fever pitch.LDV Pte J.Walker patrolling the bridge noticed movement by the North stream. Studying the area closely he spotted what were later identified as 4 German Paratroopers about to attempt to cross the stream. Walker fired a warning shot over their heads and challenged them but there was no reply except for an increased urgency in their actions. At this point Walker decided that they were enemy troops and began lay down a suppressing fire in their general direction. The first shots had been fired.Meanwhile, nearby in the Kings Arms & Catts Inn pubs, a motley group of pub regulars who had been sleeping soundly within from the previous nights lock-ins (celebrating or commiserating on what could be the last hours of freedom for the village) were galvanised into action. Arming themselves with an assortment of improvised weapons and still full of dutch courage from the previous nights drinking they made their way down Station road before recklessly charging over the stream taking the German troops by surprise thanks to the ferocity of their attack. Within seconds, 4 German paratroopers lay dead or dying. Checking their papers, they were identified as reconnaissance paratroopers from an Aufklärer unit of the 7th Falschirmjäger Regt[...]

Session: Scythe:: Double the fun - 2 games in 1 session

Sat, 22 Oct 2016 18:11:05 +0000

by dbgomes So, my retail copy of Scythe turned up unexpectedly to my work a couple of weeks ago. I had been waiting a while for it to come through, so could only manage to scramble one of my mates at late notice to give it a whirl.I had watched most YouTube reviews and play throughs so was pretty comfortable with the rules, so after a short explanation and run through with my mate Phil, we got straight into it. One thing I’ll point out is that I’d read that playing through a few rounds and following the ‘suggested’ moves on the player aid was pretty good, and I would agree that its pretty intuitive to follow those for a new player to learn the ropes. GAME 1From our random selections I think our combinations of player mats and boards were:Me – Polania with PatrioticPhil- Crimean with AgriculturalStarting out we both did alternate combos of move/produce (incl workers). My general plan was to use my special ability with taking two actions on the encounter cards as much as possible so through cheap upgrading got out my Riverwalk mech as quick as possible using some trade actions to get the required resources. Fortunately, on my encounter card in my home area I got to build a mech for popularity but as is the case quite often, the impact is less by taking the first option to gain back some of that popularity. Getting that mech so early was very fortunate. I riverwalked and got to the factory fairly quickly. I cant recall which factory card I took but I think it may have been an upgrade combo one.In the meantime Phil had been doing quite a bit of producing. Being able to enlist easily with food being in his home area he went in that direction and didn’t really push too hard on Mech production. I think I may have had 3 Mechs out by the time that Phil got his first one out which he went for the Wayfare option which I wasn’t so sure on being the best to select. He moved his units out of his home area and onto the Purple base to start making use of the resources over there.I got my 4th Mech out pretty quickly after that and all my upgrades done too so was very mobile with the 3 units move action, with speed adding 1 hex and then alternating with the factory movement to move a single unit 3 spaces. I took the encounter card on the Village hex just over the river from the Crimean home base with my character and set myself up for the game finishing actions the next few moves.Gamestate at this point was I had a healthy workforce size and all my mechs in the west and north of the continent. I had 4 stars out for upgrades, mechs, workers and objective so needed two more which I was going to go for with combat. Phil had 3 stars out for enlist, objective and workers. He had 2 mechs out taking Riverwalk with his second one. He had a heap of metal sat on his mountain in his home area with a mech and 2 workers in there. His other Mech and Character was over near the purple base with some workers farming some oil and food over there. I think his next couple of moves would have been to combine the upgrades and deploy mechs from his resources he’d gathered.I totally screwed over his plans with my movement advantage. I used the move action to disperse my workers in the north with 2 mechs to take as many hex’s as possible. With the third unit, I moved my character to the tundra hex above Phils base and then riverwalked into his m[...]

Session: Three Battles of Manassas:: Second Bull Run Game Report - August Fury II - Scenario 6.2: The Second Day

Sat, 22 Oct 2016 17:32:46 +0000

by Breaker Hot on the heels of our completion of a 1st Bull Run scenario from Three Battles of Manassas (MMP/The Gamers), gaming buddy Roger and I elected to graduate to a larger scale battle, allowing us to make full use of the Civil War Brigade series command rules. Logically enough, the choice was a scenario from August Fury II, covering the 2nd Battle of Bull Run: 6.2 The Second Day.We opted to increase the uncertainty by adopting the variable arrival rule for reinforcements - requiring 10+ to be rolled before each due formation can enter the fray.Here is a Vassal snapshot of the field of battle and objectives at 5am on the 29th of August, 1862:Thanks to Pope thinking that Jackson is retreating westward, Union troops face a tough job in what amounts to hurried and piecemeal assaults against a Confederate corps holding strong defensive ground. Not only that, but one expecting reinforcements to soon come a marching down the Warrenton Turnpike. As the initial orders for the Union corps have already been accepted, the Union player has little choice but to follow through in the hope that the rebel line can be penetrated. Attempts could be made to exercise divisional command initiative, but the odds are not good and there is an element of risk (rolling snake eyes activates the 'loose cannon' rule, allowing the opponent to control said division for one turn!).The Union troops advance and carry out their assault. 7:00 amHere is the situation two hours later:On the Union left, the Rebels are pouring fire into Reynold's much so, that they are already running low on ammo! But they are getting results and Reynolds' boys are crumpling under the withering fire...but not before Union artillery deal out some harsh treatment to Johnson's extended line (in the current turn, he will become disorganised). Meanwhile, Sigel's corps has elected to ram into the centre of Jackson's line, hoping that a solid push on a narrow front will get results. The Rebs are dishing it out and Schimmelfennig's men have pulled back, disorganised. Yet, the Union are scoring hits too, with Trimble and Archer's veterans bearing the brunt.The Union desperately needs its awaited reinforcements to arrive - now! But instead of Pope and two welcome corps, all that has shown up so far is Kearny and his three brigades, now advancing to join in the attack.And Jackson is still sign of Lee and Longstreet.9:00 amwo hours later, little has changed. Kearny's brigades have badly bruised themselves attempting to push back A.P Hill's brigades defending south of Bull Run. Reynolds succeeds in cancelling the attack and has pulled back to Groveton to lick his wounds. In the centre, Union troops have sent Trimble packing, forcing him to abandon the railroad line....but Early and Gregg promptly fill the gap, robbing the Federals from securing their hard-won gain.And off to the West, there are signs of an approaching column, while still no relief in the East for the Union.11:00 amBy 11am, Lee and part of Longstreet's L-Wing has appeared on the scene and deployed on the Confederate right flank, forming a hinge. Un-nerved by the slaughter, Sigel has called off the attack (via a stoppage roll) and pulled back in front of Chinn's Ridge, east of Groveton.Finally there is significant Union activity in the South, as Porter's 5th corps a[...]

Session: Statis Pro Baseball:: 1955 World Series Replay

Sat, 22 Oct 2016 03:01:13 +0000

by Bitomurder The Brooklyn Dodgers come into the 1955 World Series with a chip on their shoulder having lost to the Yankees in 4 of the last 9 fall classics, but determined to achieve a different outcome this season. They arrive into game 1 at Yankee Stadium following a relaxing September where they cruised to a 13.5 game lead over the Milwaukee Braves in the National League behind an MLB best 98 wins and Duke Snider with his MLB leading 136 RBI’s.Perennial champion New York Yankees return to the championship after missing it the previous season despite winning 103 games. The Yanks rode 96 wins and a 3 game lead over last year’s AL Champion Cleveland Indians into the World Series hoping to add another title to their record 15 championships. Riding on the arm of 18 game winner Whitey Ford and on the bat of AL home run leader Mickey Mantle, New York looks to take down Brooklyn once again and sit atop the MLB throne.Game 1-Sept 28 1955The Brooklyn Dodgers came by subway to Yankee Stadium to take on the mighty Yanks in front of a crowd of 63,869. On the mound for the Yankees was all-star Whitey Ford facing the 20 game winner Don Newcombe. Ford was to be the better pitcher this day, holding the Dodgers to just 1 run on 8 hits and never found himself in trouble. His opposite, Newcombe, was perfect for the first 3 innings before giving up a 3-run homer in the 4th and another run in the 7th and was then replaced by Bessent. On offense Yogi Berra proved to be the game’s hero going 2 for 4 with 4 Rbi’s and the game winning home run in the 4th. The Dodgers scored 1 run on 8 hits with no errors while the Yanks scored 6 on 11 hits with 1 error.Game 2-Sept 29 1955Hoping to watch the Bronx bombers take a 2-0 lead, the series largest crowd came out to see game 2 at Yankee Stadium with 64,707 in attendance, but the Yankee faithful were to be disappointed as the Dodger offense came alive for a 5 run victory. Despite outhitting the Dodgers 15 to 10 and getting a hit every inning they were unable to string them together to get enough runs on the board. The Dodgers were able to string ‘em together for 3 runs in the 4th and 7th innings and sandwiched their 3 run 4th with 1 in the 3rd and 5th on their way to an 8-3 victory. The Dodgers had to go through 4 pitchers to get their victory, but get it they did behind a 3 for 3 showing by Duke Snider which included 2 doubles and a run. The Dodgers scored 8 runs on 10 hits with 1 error. The Yankees scored 3 run on 15 hits with 1 error.Game 3-Sept 30 1955For the last ever World Series game to be played in September the smallest crowd of the series showed up to unenthusiastically celebrate the feat. 34,209 Brooklyn faithful showed up to watch their boys take a 2-1 series lead after a hard fought pitchers duel with both teams hurling over 10 strikeouts a piece and playing complete games. Again the Dodgers were outhit, but they strung together a big 6th inning scoring 3 runs which would have been enough, but they added an insurance run in the 8th to win by 2. Brooklyn’s pitcher Johnny Podres was the games star tossing 12 strikeouts and only surrendering 1 earned run. The Yanks scored 2 runs on 8 hits with 1 error. The Dodgers scored 4 on 6 hits with no errors.Game 4-Oct 1 1955For a series that has not seen a home run sin[...]

Session: International Checkers:: Position Puzzle 16

Fri, 21 Oct 2016 20:06:27 +0000

by anemaat IntroductionTwo excerpts of games I've played today and which shows the depth of the game of International Checkers. The second problem is a clever endgame situation. And then there is a bonus Position Puzzle (III), which happened during the writing process of this article and was too beautiful not to show here.Problem IaBlack is thinking about moving into the gate/loop with 28-33.On the black move 28-33 white want to respond with 30-24. Wise or not? Solution Ia[o]1. ... 28-332. 30-24 33x313. 24x4 13-184. 4x22 27x18Black will obtain his king way before white can do. So not a wise move to make![/o]Problem IbBlack is thinking about moving into the gate/loop with 28-33.On the black move 28-33 white want to respond with 29-23. Wise or not? Solution Ib[o]1. ... 28-332. 29-23 33x313. 23-19 13x244. 30x19 14x235. 25x5 31-366. 5x21 16x27This is what actually happened in the game and not wise either! I should have thought things deeper. I should have moved 2. 37-32. All options are then open.[/o]Problem IIWhite moved 27-16 followed by a black 14-16.White to move and winSolution II[o]1. 36-31 26x372. 33-282. ... 14x323. 16x38 37-414. 38-32 41-465. 32-5 3-96. 29-23 46x197. 5x23- or -4. ... 41-475. 29-24 47x206. 15x24[/o]Problem IIIBlack is one piece behind. He wants to enforce a breakthrough. Is a black 23-29 wise?Solution III[o]1. ... 23-292. 27-21 29x27 Majority capture applies.3. 21x25Black had to move 27-31 or it will be thrown back. White will respond with 28-23. Thus one of the black pieces at 34 or 13 will be lost. And with 6 against and considering the strong position in the lower right corner, white will win the game.[/o] [...]

Session: Bios: Genesis:: First Run After Reading

Fri, 21 Oct 2016 19:53:42 +0000

by imars

I tried a test run of this game with my adult daughter. We played Yellow and Green. We ignored any kind of parasite AI, we did not even create any parasites ourselves. I have to say, that it all seemed rather random. I never managed to create any kind of life myself. I spent some time on the clay mound and then the Eutectic Brine. I would organize one or two cubes, then the manna would be disorganized by the same roll. Sure I would gain an enzyme or two, but these would only be replacements for those that I would lose in the next smite event. The entropy limits prevented me from trying to start life anywhere else. A series of smite events, especially at the end of the game began to wipe out the refugia by removing all the mana. At the end there were only two refugia left. One of them was the hydrothermal vent, given that you need a one to organize manna, makes it difficult to do much with a single biont.

My daughter was luckier. She managed to create a pah pigment space bacteria out of interplanetary dust. She even managed to gain a mutation and promote it. Afterwards events wiped out all her progress. Since she played Green, as soon as she got her life form, she was able to use another biont. That gave her some flexibility to try elsewhere in parallel.

I do not think I have fully understood the rules yet, but my first impression is that the game is pretty random. You do not have a lot of control. Dice rolls result in you organizing and disorganizing manna. You try and reduce disorganization by using enzymes, but the pressure of the event cards means you are contstantly losing enzymes and disorganized mana, too. I wonder if I am missing something.

Session: Fury of Dracula (third edition):: Tour of Europe

Fri, 21 Oct 2016 19:45:45 +0000

by urdinaran

The hunters were somewhat spread out (Lord G in Cologne, Seward in Madrid, VH in Genoa, Mina in Vienna), so I decided to setup in Belgrade. My initial strategy was to go through the Balkans as slowly as possible.

Hunters spent the 1st 2 turns gearing up; I traveled to Klausenburg then Galatz. The next day, Seward plays Hired Scouts and reveals my start location. The game is afoot! I move to Bucharest and then so does Mina; combat ensues (I placed a New Vampire here expecting her move). I get Mina down to 1 Health left before she escapes! The Lord G and VH are on their way, so I opt to run instead of finishing off Mina. I Wolf Form to Salonica and then spend my next turn playing Feed, in order to recover some damage from the tussle with Mina.

I then go Ionian-Tyrrhenian-Cagliari, place a Reckless Vampire, then follow up with Hide, in order to further confuse the Hunters. By this point Lord G, VH, and Mina have cleaned out the Balkans (they finished off my New Vampire in Bucharest) and Seward is in northern Italy waiting for traces of me. The hunters then begin moving into Italy looking for me, except for Lord G who has moved to Munich.

I then move to sea again and land in Alicante, frustrating the hunters once again. They move towards France-Spain as I move to Madrid and then Santander. The noose is tightening, so I move to Bordeaux and place Unnatural Fog just before VH enters the city. I opt to avoid combat and flee to Nantes then Le Havre, placing an Aristocratic Vampire with a Rumor token. At this point, with 3 Hunters in southern France and Lord G in Frankfurt I make a bold play!

I play Unearthly Swiftness, first move to Paris, then Wolf Form to Nuremburg via Strausbourg behind Lord G! The Hunters don’t catch on at first, and by the time they do it’s too late. I travel towards Castle Dracula, leaving various delaying encounters. My Aristocratic Vampire in Le Havre matures on Monday night of the 4th week and then the game ended with me at Galatz with 13 points.

Some of the hunter players were a little frustrated in the end, but all in all, a good game. After the 1st week, the hunters were reluctant to shop at night so I never really got that many event cards. Honestly, I think this hurt them more than it did me. There were times that they had me down to 2-3 cities and some events could have royally screwed my plans.

Session: Mechs vs. Minions:: Session Report: Mission 2: Attempt:1

Fri, 21 Oct 2016 16:48:34 +0000

by doclj86 This is a second session report featuring mission 2 of MvM. Tutorial and mission 1 are available in a different thread.As prev. reported; SPOILER ALERT: The following contains info about the story around mission 2 of the campaign and strategies that we used! However as the name of the thread implies: we didn’t win this one: So perhaps the only strategy you can discover from this is what not to do!!! Date: 19/10/16Venue: kitchen table, my house, Devon, England, UKPlayers: Me: Heimerdinger, Wife: TristanaMission 2: Atemp: 1Cocky is how I would describe ourselves as we set out on mission 2. Having breezed the tutorial in about 3 rounds and walked (literally) the first mission our confidence was high.It turns out that the explosion in the lab which started this whole minion mess has started a fire in the school. On top of that it has blown the bits of the crystal - required to keep the shields up around the school - all over the place. As the shields are down, minions are spawning left right and centre. Our task is to stop these spawning minions from entering the school and pick up the 3 shards of crystal, returning them to the school so rumble can put the shields back up… easy!Unfortunately for us the ease with which we completed the first mission actually counted against us: we still did not have a complete grasp of what all the command cards did or how they interacted. As a result I veered off to the right of the school taking out a couple of minions while my wife went to the left. However we had both not quite thought enough about how we were going to get back. As a result My wife, in an effort to stop her mech running miles away from the school, was using the bottom edge of the map to limit her movement… however this just resulted in about 3 rounds of her spinning around on the spot firing ripsaws into the bottom of the board… killing none while the minions calmly walked past her towards the school. This whole event was very comical and had us laughing quite a lot. I on the other hand had decided to head for the nearest crystal, and while I had managed to get it… had proceeded to cont. in the wrong direction getting further away from the school. All the while we didn’t roll a single red and instead rolled a lot of (I think yellow?) which had a heavy column of unopposed minions marching down from the top of the board. I finally managed to turn around and attempted to speed back to save the school. I arrived in the nick of time and ploughed through the first wave of minions in a blaze of fire and lightening smashing the front of the column, before realising I’d been a bit overzealous on the speed and continued past the school away from the danger zone leaving the school once again undefended, (however I did manage to drop of the crystal on the way past.) At this point my wife had regained some semblance of control over her mech and managed to pick up where I left off… the minions were held for another couple of turns, however the fact that we never rolled a single red, combined with the early escalation from the premature crystal collection eventually led to our demise, as a cheeky minion snuck in the right side, back door with an unpr[...]

Session: Advanced Squad Leader:: Operation Veritable Campaign - "The Milk Factory" - Date 1

Fri, 21 Oct 2016 10:55:06 +0000

by WuWei "Milk Factory" AARThe "Milk Factory" is the Riley's Road campaign from the Operation Veritable Historical Study. A strong force of Canadian troops has to assault a German position and has to hold it against counter attacks. This is our first try at a campaign game, and chance had it that it is this rather "non-traditional" one (compared to the Stalingrad street fighting that seems to be very popular for campaign games). I play the Canadians in this one, against my regular face-to-face opponent.Therefore, there will mostly be photographs of rather low quality instead of the clean VASL pictures I normally use.Campaign Date 1:Goch-Kalkar-Road, Germany, 19 February 1945, AMThis is the setup the German player sent me, and my battle plan:Most simply put:- Rush the tanks and APCs from the turn 1 forces along the flanks and take as much terrain as possible. Move the tanks into position so that they can give smoke cover the next round. Ignore the milk factory.- Use the foot troops from turn 2 to take the milk factory. They are slow, so they should take the nearest objective.- See how that goes and adjust forces as needed.Canadian Turn 1:That's the theory. In practice, it begins like this:(Note how clean and tidy all this looks!)Turn 1 was great: My first tank rushes over the lonely wire defense on the street and, with a 1 on the colored die roll, removes it. My wasp on the western flank drives right up to the AT gun in the building and breaks the crew, so the rest of my forces can follow. There is very little German resistance.German Turn 1:Fortune leaves me at the start of the first German turn: It starts to rain! Not only does that slow me down, it removes two of my great advantages: Smoke and WP. That's a bad start, but it gets worse: The German crew with the AT gun rallies and starts shooting! And it hits everything, even my very small, in-motion wasp. The gun only stops shooting when there are no more targets in LOS. It still has ROF! And the western flank is littered with burning Canadian wrecks!Canadian Turn 2:(You may have noticed that I haven't mentioned my three creeping barrages yet. That's not going to change: They have no effect whatsoever on the battle.)My tanks in the West that didn't take the road continue to drive in the mud when they encounter another problem: Mines! Those too cost me a few tanks, others are “merely” immobilized – in a position where they have no effect. Still, I might recover them for future campaign dates.A few more German AT guns decloak, but this time my opponent mostly rolls average, so I only loose a few AFVs. The infantry on foot slowly moves forward.German Turn 2:This is the situation:The Germans prep fire and skulk.Canadian Turn 3:I drive on the Kangaroos on my Eastern flank, and manage to drive up the hill and onto the paved road.Also, I make my biggest mistake on this date: I drive by the building in HH10 and forget to take it! This will cause much headache in the afternoon.In the West, the battle rages on, and in the middle, my assault engineers prepare the assault on the milk faktory.German Turn 3:My progress:Canadian Turn 4:In the East, I sacrifice a Kangaroo to get smoke cover f[...]

Session: Washington's War:: A War Won Too Quickly, A Poorly Played Solo Game Session

Fri, 21 Oct 2016 10:39:04 +0000

by srd5090 In this thread I will be narrating the saga of a game of Washington's War using StukaJoe's fantastic Solo CDG Method. I have played one of these once before and it worked pretty well and was a lot of fun so I figured I would do another only this time record it and post it after all the action has been completed. So if you are reading this, it should be complete (though perhaps separated into multiple comments in the same thread). I fear taking many low quality camera pictures would ruin the narrative, so I will do my best to describe the actual card play in addition to the narrative the game will take.Each turn and impulse will include a a listing of card positions on the Solo CDG Display, as well as the nominated cards and the actual played cards based on the dice rolls. Afterwards, in italics, I will describe in a pseudo-documentary/book-style.February to July, 1775 Massachusetts is in a state of rebellion. After a “shot heard round the world” colonial militia find themselves engaged in a battle with British Army regulars. Lieutenant General Thomas Gage, commander of British forces, is soon bottled up in the city of Boston with Revolutionaries controlling the surrounding countryside. In June, British General Howe arrives in Boston with 4,500 men, taking control of the situation from Gage. By July, newly appointed General George Washington arrives outside of Boston, taking command of the newly organized Continental Army. Nathaniel Greene is made Brigadier General of the Continental Army in Rhode Island and forms another threat to the British in Boston. The Continental Congress, principally operating in Philadelphia, soon find themselves seeking independence for the colonies. Prime Minister Frederick North hopes to crush the rebellion and restore peace to the British colonies. The American Revolutionary War of Independence has begun.Set Up: Committees of CorrespondencePCs placed in: Savannah, GA; Cheraw, SC; Wake (Raleigh), NC; Richmond, VA; Baltimore, MD; Wilmington, DE; Pittsburgh, PA; New Brunswick, NJ; New York, NY; New Haven, CT; Barnstable, MA; Norwich, NH.My choices were centered around slowing the creep of British PC markers from the coast. I am no expert so this could have maybe been better.Leading up to the outbreak of armed conflict, committees of correspondence acted as shadow governments within the colonies. These committees sought to replace royal officials and were a source of support for the growing Patriot cause. In each colony, a hub of activity formed and gave rise to organized militias. Savannah, Cheraw, Raleigh, and Richmond formed the core of Patriot support in the South. Baltimore, Wimington, Pittsburgh, and New Brunswick were the centers in the Mid-Atlantic Region. Finally, in New England the Patriot cause found a home in New York, New Haven, Newport, Barnstable, and Norwich.Set Up: For the KingPCs placed in: Ticonderoga, NY; Petersburg, VA; Camden, SC.While Patriot colonists began to organize, British loyalists in Peterburg and Camden declared for the King. The ephemeral battle for the 'hearts and minds' of America was growing. In New York state, [...]

Session: Loop Inc.:: Loop, Inc Session Report from Tri-Con Fall in Sioux City NE

Fri, 21 Oct 2016 07:28:48 +0000

by radagast14 Loop, Inc session report - Tri-Con, Sioux City NE, September 3rdTime travel has been a popular theme for board games the last couple of years. While I was disappointed Temporum didn't really feel like time traveling, I loved the mechanics of Steam Time. Of all the time travel games, however, perhaps the most thematic mechanic is the hand-management aspect of Loop, Inc in which players must repeat past actions in the same order while reliving the same day three times and adding new actions to the queue each time. So clever.Anyway, Loop Inc has become something of an obscure game since its release, so I thought it would be fun to run a session at Tri-Con. I was joined by Josh and Kenneth for a three-player game. I decided to use all of the Kickstarter extras for the game. Some of those, like the future trip cards, are indispensable and probably should have been included with the base game anyway. Others, like the Butterfly Effect tiles, are easy additions and add a nice thematic flair to the game.All three of us started out the game in Day 1 by drafting actions to get us components for our time machines. We also all drafted Ad actions to promote our trips. We all made an easy trip Day 1 with an Ad. But Day 1 is always easy. All three of us were within a point of each other. Things would get a lot more chaotic later.(Josh tries to decide what to do next. Loop, Inc is a real brain-burning puzzle sometimes.)It quickly became apparent to me during Day 2 that I had selected the wrong pair of components during Day 1 to outfit my first time machine with. While the pair was present on other trips, those trips didn't require duplicates of the components I had. I was faced with the prospect of either drafting an action card to Exchange the components I had or outfit my second time machine in a similar manner as my first, which might be okay during Day 2 but would not be very useful at all during Day 3. Still, I didn't want to expend the action or time to Exchange, so started outfitting my second time machine in a similar manner as my first. This would prove to be the wrong decision for me. Meanwhile, my opponents were both being more efficient than I was. They were launching their time machines sooner, visiting more valuable trips or visiting trips first, and moving the Butterfly Effect tiles to locations that were advantageous for them. I wound up having to take two tears (in the space-time continuum) during Day 2, one for being the second player to visit a trip and one for failing to be able to execute an action fully. After Day 2, I was starting to fall behind. My opponents were neck and neck, but I was five points back. Still, I figured if I could have a good Day 3 and fulfill my Performance Goal, I would have a chance to make a comeback.(Time machines all over the place towards the end of the game!)That proved to be a pipe dream. I drafted an Office early so I could score its points at the end of the game, which I figured I would need. But that hope was short lived as I accumulated two more tears, both for being unable to fully execute actions, and e[...]

Session: Wyatt Earp:: Wyatt Earp Session Report from Spielbound Board Game Cafe in Omaha, NE

Fri, 21 Oct 2016 07:28:39 +0000

by radagast14 Wyatt Earp session report - Spielbound Board Game Cafe, Omaha NE, August 13th 2016(Geoff studies his opening hand)Wyatt Earp is a cool game I don't play nearly often enough. So, to encourage more frequent play, I decided to schedule a demo of it at Spielbound Board Game in Omaha, NE. I had a full table show up for the demo, Geoff, Rob, and Warren and his sister, Cecily, and we were soon under way.(Warren considers his first play. What's up with that shirt?)Sometimes this game starts a little slow if players have difficulty finding three-of-a-kinds to start laying down cards right away. But that wasn't the case in any of our hands throughout the game. In the first hand, it only took a few turns before everyone had at least one set of outlaw cards down in front of them. This game starts to swing one way or another when more than one player start battling for the same outlaw in the same hand. But this didn't happen in our game in the first hand. Each player played it pretty safe, piling up large stacks of outlaws unique to themselves and discouraging other players from even trying to get in on a share of the bounty. (Geoff prepares an attack - that's what he does)There were only a couple of sheriffs played the first round. Both of these things were pretty unusual from my experience, but resulted in a fairly even distribution of bounty funds when the hand ended. Everyone had between $6-$10 thousand dollars and there was only one outlaw, Billy the Kid, carrying an interesting amount of money over to the next round.(Rob defends himself from Geoff's inevitable attack)There was more conflict in the second hand. Geoff and Warren were struggling for the Billy the Kid's increasing bounty while Cecily and Rob exchanged hideouts. More Sheriff cards were played this hand and started a trend of consecutive successful shots that would last until the end of the game. (Cecily - a very friendly person in normal interactions, but won't hesitate to unleash doom on others around the board game table)Geoff wound up winning the majority of Billy the Kid's bounty, diversify his outlaw cards in play to get in on other bounties, and win an exclusive modest share of another outlaw's bounty - all of which resulted in him opening up a lead on the other players and get within striking range of the goal amount. But with several outlaws carrying over fair-sized bounties, the players recognized it was anyone's game if things broke right. Still, it seemed a safe bet the third hand would be the last one. The score after the second hand: Geoff - $23 thousand, Rob - $17 thousand, Warren - $15 thousand, Cecily - $12 thousand.(Geoff had an impressive display of cards in front of himself partway through the second hand)Unsurprisingly, Geoff became a target in the third hand. Other players challenged him for the outlaws he laid down and played multiple hideouts on him. But Geoff had an answer for them. A steady supply of Wyatt Earp cards enabled him to nullify the hideouts and get some choice cards in play. Unfortunately for Warren and Cecily, they were unable[...]

Session: Conan:: First 2 games

Fri, 21 Oct 2016 07:18:49 +0000

by Schmaus

played 2 nights in a row with different group , both times saving the girl from the picts

decided to let them take 3 random heros and choose 1

had conan , yogah of yag, savage belit and big pict dude first time
didnt notice yogah had spellcaster so he had no spells .

They found the princess in the third hut , where the snake was.

I could have killed conan in round 5 but went for another hero because i just couldnt kill Conan because of a some weird moral twist , for the first game atleast (image)

had the heroes surrounded next turn with 7 minions surrounding 2 heroes carrying the Princess and pict chieftains head.

Yogah came charging in and sacrificed himself, dropping an explosive orb which was picked up by belith and thrown in the same area, Boom, 5 axes and all the minions dead , conan aswell , then she ran slowly to the exit of the map.
Heroes won, epic game . We all had a blast.

Second game , Yogah of Yag was picked random again, this time with spells. also had mercenary conan en Vanir Valkyirie .

They found the princess in the last hut , in the 7 th turn, The vanir valkyrie, NOT red Sonja (image) , ran away with the head from the chieftain with her escape skill. And Yogah just teleported away to safety in the last turn . With his concentration that prevents hindering, and his magic abilites still active till 8 encumberance it was easy as hell.

Still a very tight game. But for that scenario i wouldnt recommend giving Yogah of Yag teleport :-)


tonight we play again with another group, lets see how they fare.

Session: Shadows of Brimstone: City of the Ancients:: The Tales of U.S. Marshall Bill Derrick

Fri, 21 Oct 2016 05:18:34 +0000

by Yatsuo Written here are the histories of one Marshall Bill Derrick, as written by me, Vern Hicks. I have lived in the town of Brimstone for all my life, and have watched it go from a booming town in the west to what it is now...a horror-filled town fighting for it's very survival. Where once it was a bustling town full of miners and those who trade with them, now you only find bandits, hunters, and mutants. But I've come here to hear the stories of Bill, not the ramblings of an old man. U.S. Marshall William Derrick arrived in Tombstone shortly after all the chaos started. He appeared out of one of the many sandstorms that scour this part of the Southwest, riding in alone and stopping at the local saloon, which is where he and I first met. He was a grim man, with little in the way of social graces, and he wanted nothing to do with small talk; until, that is, you get a couple drinks into him-then, he is an open book. As the local musician, I often found myself alone in the bar, playing music only to myself, the young barmaid Alice, and the barkeep/owner Rolf. So it was with great surprise that we found Marshall Derrick back in our bar for four days straight, seemingly only there to drown whatever sorrows tore at him. Having seen him dismiss others when they approached him to talk, I knew I would have a hard time getting him to open up, but I also had this gnawing need to write down his story. With that need growing, I finally approached him and asked him if he would mind me writing his story. Looking up from his glass, bloodshot eyes burned into me as though searching for some truth I did not comprehend, the man stared at me for what felt like hours. Finally satisfied that he had found what it was he was looking for, he agreed to speak to me about his past, and what had drawn him to Brimstone.As it turned out, the Marshall had been living not 30 miles from Brimstone, and had raised his small family there for years. He had never been through Brimstone, as it was under another Marshall's territory, but knew of it's existence. He had also heard of the rumours of supernatural troubles assaulting the town. He was away from home two weeks ago, settling a land dispute down along the border, when he was called back home by his superiors. Upon arriving home, he found his house burned to the ground, his wife and two childern taken and presumably dead, with no true indication of what had happened. Although many wanted to blame the local natives, Marshall Derrick knew them and had an excellent relationship with them. He travelled to the closest tribe and sat down with the elders, hoping they could point him in the right direction. The Elder said that those who had taken his family had come from the east, from beneath the ground.Marshall Derrick immediately set of east, arriving in Brimstone on the trail of his family's abductor. With no true direction other than coming to town, he began searching the town for clues, but came up empty at every corner. It was on the fourth day t[...]

Session: Small World Underground:: Stop! There should've been hammer time...

Fri, 21 Oct 2016 02:47:59 +0000

by Older Nick ...Not to mention, more thieving, and genocide, and...Anyway, Emi brought over two buddies of his for an evening of gaming, and since my brother had recently gotten Small World Underground for his birthday, the choice of game was obvious.It turned out both of the new players were intelligent (and friendly) people, so the rules were quickly explained and we got underway.Arv started out with the Flocking Gnomes before Emi’s Immortal Will-O-Wisps set up shop across the river. My brother came in with some Thieving Lizardmen, who got slightly hampered by the Gnomes being un-thievable. (I just noticed that we played the Gnomes wrong...)Me, I started with some Frightened Drows, and this turned out better than expected. For the first turn, I was able to hide in a corner to grab some coins with Frightened, and since I was left alone the Drow ability kicked in on the following turn.The Kraken had been the first race available, but everyone had skipped them since they were paired with Adventurous. Kal didn’t mind though. He took the four coins we had left for him, and then claimed the entire river for himself.Unfortunately for Kal, the first four monsters carried Relics, so Adventurous turned out to be a dud.I was able to spread out immensely on the third turn, thus gaining a pile of coins from my Drows. Retaliations was as swift as it was expected. Emi had gone into decline the previous turn, and now came at me with a combination of Stone Embers and some really nasty Relics.The Sword of the Killer Rabbit, The Flying Doormat, The Shiny Orb, and The Stinky Troll’s Socks were all in play, setting up a very interesting situation. And the immediate Decline of my Drows.Meanwhile, the Gnomes had been left unchecked, raking in piles of coins. But they were now spread thin and open to attack. I reentered the game with Fisher Iron Dwarves, removing any Gnome that was in the vicinity of water. With some timely assistance from my brother’s Vampire Liches and Kal’s Royal Shadowmimes, the Gnomes were finally forced into Decline on the fifth turn.At this point, the Embers had carelessly left the Flying Doormat lying around. This became the bridge for a combined assault of Liches and Dwarves.Oddly enough, the retaliation missed me, and I was able to spread out along the river for another turn, grabbing lots and lots of coins.During all this, I forgot to use two Silver Hammers on one turn, wasting 1 point. As I noticed this (too late) I pointed out that “if I lose by 1 point, this is where it happened”.By now, Arv was back with Reborn Cultists. Reborn obviously did nothing this late in the game, but the presence of the Great Ancient and the newly discovered Crypt of the Tomb-raider made him virtually untouchable. Again.Emi hit the table with Shield Ogres, while my brother made a last attempt with the Vengeful Shrooms. Both of them stole some of my favourite fishing spots.As my Iron Dwarves were now running out of tokens, I went into decline one last time. My final assault[...]

Session: The Daedalus Sentence:: Two plays and one win: it's time for some difficulty enhancers!

Thu, 20 Oct 2016 20:40:36 +0000

by mvettemagred After receiving the game last weekend, I've managed to squeeze in two plays. Both were solo affairs with me playing two characters: Baxter and Audrey. Baxter has a +2 hand size, while Audrey can move 2 rooms for 1 action.I used the first game to cement the rules. I was able to find the gates very quickly, and moved to the outer ring without having to explore very much on the blue, red and yellow rings. However, I found out the hard way that being on a minotaur spawning location at the end of your turn is a bad thing. I hadn't paid close attention to where the spawning location was on the green ring, and sure enough, right after I got to the green ring, a minotaur spawned in Audrey's room and captured her!Baxter now had a very difficult job: get back to the prison cells and free Audrey. Since most of the station hadn't been explored yet, it was very difficult to reach the gates. Also, I didn't have immediate access to rooms that would allow me to swap cards with the Theseus board, so lots of enemies spawned. I was able to survive quite a few turns, but it became clear I wasn't going to be able to kill/avoid enough enemies and reach Audrey. The Loctae Scientists were very adept at getting out to the green ring, so I kept having to hide in a hatchery. I eventually gave up and called it a loss.I reset the board and kept the same characters. I made a point of exploring more rooms on the inner rings, just in case I needed to come back to them. I got lucky by having two gates located adjacent to a wall, which made it a lot harder for the Scientists to reach those gates and move out to the next ring (they could only reach the gate when moving in one direction). I also got lucky by finding the "broken" gate on the yellow ring, so I didn't have to waste cards breaking the code. This session was a cakewalk until I got to the green ring. I started spawning minotaurs left and right while exploring the ring. I even spawned a Scientist in a room! Also, the very first room I explored on the green ring had a wall on one side, so I had to explore only in one direction.I finally found the escape pod room in the second to last room on the ring. When obtaining the gate code I found out it had 5 enemy cards in it! That was going to be challenging, as I only had 2 enemy cards between the characters. Audrey ran back to a control room and swapped two enemy cards from the Theseus board. Meanwhile, Baxter explored the final room on the green ring, hoping to find a control room, comm relay, or research lab. Instead, he found a minotaur, causing him to have to use a card to defeat him. That left me 2 enemy cards short. Next turn Audrey was able to grab another card from Theseus, but didn't have any more non-enemy cards to swap. I took a chance and had Baxter spend 2 actions to draw a random card -- it was an enemy card! Now that I had the 5 enemy cards, I had Audrey run back to the escape pod and had both characters spend an action to jointly decode the gate.[...]

Session: Techno Bowl: Arcade Football Unplugged:: My First Game - 10/16/16 - Pit Bulls vs Bighorns

Thu, 20 Oct 2016 19:59:57 +0000

by jt4jc Game Recap - My Son (Pit Bulls) vs Me (Bighorns):Pit Bulls win the coin toss and elect to start on offense.First Half:-Pit Bulls throws an errant pass that is just off target and the Bighorns intercept the ball but is tracked down before he could take it back to the house.-Bighorns score quickly off of a QB sneak into the end zone that was preceded by a monster block by the TEBighorns 7, Pit Bulls 0-Sven Worthlessburger drops back to pass and is brutally tackled by the Defensive End on a blitz coughing up the ball. Somehow Sven is able to recover the ball. The safety is out of position trying to get the fumble leaving the receiver wide open down the sideline for an 80 yard TD.Pit Bulls 7, Bighorns 7- Bighorns, running out of time, call for a quick route. The nose tackle busts through the line with a partial success. Phil Manly takes advantage of the partial success and moves toward the left to the quick routing receiver. The next moment Manly throws it on target to the receiver. Running down the sideline the Safety catches up with him and epically fails to bring him down and falls down in front of the receiver. The receiver moves around the fallen defender and heads toward the end zone where the last defender catches him on the goal line as the time runs out for the half.HALFTIME: Pit Bulls 7, Bighorns 7-Bighorns start with the ball for the second half.-After getting barely moving the ball up the field for three downs the Bighorns find themselves with 4th down and 75 yards to score.-Terry David takes the hike. There is a failed attempt at block on the line allowing Roy Gonnamaulu to get through and lay the heavy hit on Davis who immediately coughs up the ball!-The receiver runs back to pick up the ball and moves backwards to keep the play alive. While Roy pursues the receiver and brings additional defensive pressure his teammate attempts to shove an Offensive lineman to utter fail. This gives Terry the opportunity to get up a make his way down the field. The receiver sees Terry streaking down the field and hits him in stride around the 50. It's a mad dash to the end zone as two defenders catch up with Terry at the goal line but run out of gas as Terry crosses the goal line.Game Note: My son had put so much pressure on me that I ran out of cards on the bench while he had 5 cards left. Fortunately he used up all of his defenders that were sitting on top of my player and could only move guys way far away from me. Because Terry was #7 I had first move before his defenders close to me could do anything and I scored once we reset our 5 programmed cards.Bighorns 14, Pit Bulls 7 with time for just a couple of plays left in the game.-Pit Bulls drop back to pass and with a blitz the defense is able to make a quick sack on the goal line. Pit Bulls call a timeout.-Pit Bulls put Roy Gonnamaulu as the QB. Drops back with yet another blitz from the defense. Multiple attempts and failures result in Terry Davis getting knocked [...]

Session: Mage Knight Board Game:: First game thoughts

Thu, 20 Oct 2016 19:59:41 +0000

by rakehell

First off: What a wonderful resource BGG is. I've recently become interested in solo gaming and the ability to explore, read reviews, get links to videos, and eventually even pick up a game from the marketplace is invaluable. My thanks to everyone who posts videos, rules clarifications, enthusiastic reviews, and the like.

With that said... what a beast, this game!

It will probably get on my nerves eventually, but I liked the long set up time; ritualistic, like something epic was going to happen. A montage in a movie of the hero sharpening his sword and polishing his armour before entering the field of battle.

As for the session itself, I was following the walkthrough and so probably encountered only half of what the game has on offer. One thing that was hard for an old role-player to get used to is the way wounds are assigned, since a little voice in the back of my head kept saying "surely armour should stop ALL the damage", so I had to stay aware of that.

I did really like the highs and lows between having a hand with which I could do nothing I wanted and having a hand in which I spent all my cards and accomplished what felt like everything and more. I'm sure it runs smoother eventually, but I had quite a few "A-HA!" moments where I'd realise that I can turn a card sideways to accomplish something after all or pondering my turn for ages only to eventually realise that mana die sitting in the source allowed me to do something different than what I planned, but which ultimately turned out more beneficial.

I'm really looking forward to exploring this game further and getting into some deeper waters. I'm keen to play with the other characters and see how that changes the game, and there are always the expansions.

As a solo experience all I can say is that it's quite different from "Friday". (image)

Session: Techno Bowl: Arcade Football Unplugged:: My first game...

Thu, 20 Oct 2016 19:47:13 +0000

by moonrally Highlights from Psychedelia field! (My printer ran out of green half way through and so the rest of the pitch looks a bit tie dyed! I'll try and post a pic soon).Lumberjacks vs BullsThis was my first game, I played solo (wanted to get the rules down to show others/couldn't wait to play) and I'd said over on the Kickstarter that my first game would be reigniting the early 90s rivalry of the Lumberjacks and Bulls... it was great fun!First HalfThe first half was a TD-fest with both Defences looking like they hadn't got up to play. I guess this was expected with 2 high powered offences on the field. Nothing too much of note here other than 4 passing TDs where scored:Dakota to Richard(#63) 80 yardsCakeman to Sandman 80 yardsDakota to Nice 80 yardsCakeman to Sandman to end the half, think it was a 25 yarder.14-14 HTSecond half.Here's where the real fun began (and the scoring stopped!). Maybe the cards had been on my side (I was playing on offence vs random cards on D) or maybe I wasn't quite getting D in the first half but it all changed in the 2nd. I'll go into detail on 2 plays that were a lot of fun in the second half:Play #1: Bulls #68 is streaking to the endzone! He's at the 15, the 10, the 5, TOUCH-wait! Out of nowhere Richard #63 tackles him from behind at the 1... And the ball is LOOSE, picked up by Richard! He streaks down the other way all the way to the 10yard line before being taken down! This play was a lot of fun as I went through the whole deck for the first time and then had to go back to the drawing board whilst the play was live.Play #2: After a couple of tackles for a loss it's 3rd down on the 30, Dakota takes the snap. Blitz by the Bulls - Emmitt breaks lose in the back field. Next card flips over, it's Emmitt again. Dakota sensing pressure uses QB read to get out of there rolling out to the left. Next cards bring more pressure on Dakota but Nice has shaken off #34 and created a free play. Dakota is within 6 squares but Nice is covered by Sandman and #46, Dakota uses his Route Passing ability and puts it in space, but it's a failure! Sandman pounces, the ball is his, doubles on the sports check, he tips it up in the air towards... Bulls #45 INTERCEPTION! #45 is clogged up in the middle of the field and tries to make a run for it... BAM!, #46 for the Lumberjacks, Moonrally with the big hit and THE BALL IS KNOCKED LOOSE, FUMBLE! Straight into the arms of Sandman, he tries to break loose himself, only one person can stop him from getting a hand off to Emmitt in the open field... It's Moonrally AGAIN with the tackle. (FInally) end of play. That one play late in the 2nd half was so much fun! 3 times the ball was juggled about and the Bulls nearly got away with it.The clock wound down with a couple more downs from the Bulls getting them to around the Lumberjacks 30, but with no time outs left the game ended tied 14-14. 14-14 FTProbably a fair r[...]

Session: Mechs vs. Minions:: Session report of first couple of missions.

Thu, 20 Oct 2016 17:09:10 +0000

by doclj86 As someone lucky enough to have received the game 19/10/16, and have a wife kind enough to have already played through the first 2 missions with me I thought I finally stop lurking and give something back to the BGG community!I apologise if this isn’t any good- it’s my first time!!- Also I’m not a person who can invent a good story around a game so it won’t be as brill as some of other amazing session reports other do, but here goes!FIRSTLY: SPOILER ALERT: This report will contain details of the story and first 2 missions in the campaign: including strategies we used to WIN!! I don’t imagine there is anything ground breaking below and most will have seen the ideas of these 2 missions on reviews: But just thought I better warn people!Date: 19/10/16Venue: Kitchen table, My House, Devon, England, UKPlayers: Me: Heimerdinger, Wife: TristanaWe were using the soundtrack and radio play supplied on the mechs vs minions’ website. TutorialWe initially watched the short video giving the overview of how to program your mech found on the MvM page, this gave my wife (who knew nothing about the game beforehand pretty much all the info she needed to get started!)We then listened to the radio play, it gives a nice little bit of extra scenery to the game and despite my sense of humour not usually appreciative of slapstick, obvious jokes, I actually found myself smiling more than once! The best thing about the radio play is the way it introduces the next mission without you having to open up anything: for example we stopped at the end of the second mission: but without opening the next dossier we have a pretty good idea what we are going to be up against in mission 3, and can look forward to it!The tutorial was as easy as you’d expect. In the first draft we both picked up a ripsaw I think and all crystals were smashed by the end of 2 rounds of executing our command lines. Then the fun starts a bit… suddenly minions spawned over the map and we had to take them out. Again easily done but felt like we getting in the spirit.Mission 1With the discovery that Rumble has been powering his lab with a bomb: and what looks like a WW2 naval mine. We were tasked with dragging the ticking explosive out of the school to a nearby repair pad. Our plan was simple: my wife would long range sniper the marauding minions from long range with rip-saws and I would push/tow the bomb up the field to the pad. All started well… the initial draft got me an omnistomp and speed allowing me to land in the spot right next to the bomb ready to tow it up the field… and my wife got her rip-saw and another movement card and dutifully started “covering” me. Smug was I in our assured victory as all I had to do now was continue in a straight line to the repair pad and victory was ours… However it was then that I realised that my speed would allow me to tow the[...]

Session: Mea Culpa:: First Home Play - 4 players

Thu, 20 Oct 2016 14:42:26 +0000

by droogiefret

We got this to the table unexpectedly last night, two of us having played one game to completion at Essen with a demonstrator. So we needed to do a bit of punching, we could remember the game pretty well without the rulebook - we did need to check a few things.

After rules, we took maybe 2 hours ... but we were questioning a few things and deliberately extending the game by progressing all three cathedrals - I don't think the game should normally take above 90mins.

I love the theme and mechanics and two of us really enjoyed the game. One of our four was a little disappointed that the scores were so close at the end, considering that some seemed to be playing more successfully than others. Does that mean there is too much random?

Certainly there is random. I spent most of the game closest to hell but came through narrowly at the end having one more set than the others. And that in part due to good fortune with which Cathedral finished first and matched well with my fairly meagre donations. One of us donated over 50 money to the second cathedral for no concomitant reward.

But - I'll get this game out again in a heartbeat as soon as my friends want to play it. Some strategy, some luck with the cards, a measure of take that, and lots of potential for laughter (like every time the Pope announces he has an 'urgent appointment' and we all discuss which room in the house of pleasure he's sidled off to!).

My tip: Don't forget to lay out initial bonuses during setup (we did). Remember the rule of thumb that all decisions, ties and moves rule in favour of the poor soul closest to hell (that will save some rulebook checking).

Session: Under the Southern Cross:: Battle of Islay

Thu, 20 Oct 2016 14:02:07 +0000

by raynovich

Hey all,
First post for this new exciting addition to the Flying Colors series.

Chris Valk and I played an introductory "chase" scenario where the Chilean's (me) tried to chase down the Peruvian/Confederate smaller force.

The historical results is considered a stalemate, but both sides claimed victory as the Confederates escaped under darkness with no losses.

In our playtest, I was a bit sloppy, learning better through the tactics played by Chris (Boy, chase guns are important!). I need to use chase guns better. Still got a few rules wrong, but am closer to playing the game near to 100% correctly.

Anyway, we had few volleys of broadsides with the rigging of my Chilean 6th rate ships, Libertad and Aquiles, damaged (6 Riggings a piece) My G rated ships were generally intact with minimal damaged.

The Valk's Confederate ships made excellent use of the chase guns. He tagged my ships, but the Chilean ships went for broadsides with raking and successfully sunk a G rated ship (Forget which one, Junin or Fundador).

After the ship became Vulnerable, Valk decided to flee with his two mostly intact ships. The problem. . . his third ship sunk. The VP total became 1vp Chile vs. 0vp Confederates. A chase ensued for three or four turns only to have the Confederates Break Off.

Now with the Chilean 6th rated ships not being able to be at Full Sail with the commanders on them, it would have only been a matter of time for the two remaining ships to flea the battlefield, but given the rules, they broke off and the final VP totals would have been 1VP Chile vs. 0VP Confederates and a win for my Chileans.

This scenario is an excellent introductory scenario to teach the system to players. There are only two special scenario rules that are to used. There are no shoals or other special rules. The scenario works well.

Looking forward to trying another scenario soon!

Session: Road to Washington:: August 29 - Full day scenario

Thu, 20 Oct 2016 09:38:27 +0000

by jmcurley This is a revised version of Road to Washington’s Scenario 8, “August 29.” It is played on my new map, not the map accompanying the game. The opening has historical deployments, and the morning period roughly follows historical orders and activities. The afternoon period is different. An ‘orders’ sub-system is used, as well as a number of house rules.Morning Phase6:00 am - Morning opens with the forces far apart. Mj. Gen Sigel (1v Corps commander) is the senior Union Commander of the field.Jackson’s forces are nowhere in the sight of the Union, but are presumed to be in the hills and woods towards Sudley.Pope’s order to Sigel, received around midnight, is to "attack the enemy vigorously the next morning."Sigel’s two divisions are on Henry Hill and Bald Hill, with Milroy’s independent brigade on Chinn ridge overlooking the Warrenton Turnpike.Reynolds’ division, which arrived on the field the prior evening as the Brawner’s Farm battle was progressing, is arrayed in fields near Wheeler’s Farm.Jackson’s forces are, left to right: AP Hill’s Light division, Ewell’s division (commanded by Brig. General Lawton) and then Jackson’s division (commanded by Brig. General Starke) – along the line mostly defined by the unfinished railroad. Early heads up two brigades, his own and Hays’ brigade (commanded by Col. Forno) along Pageland Lane, with a single battery (Johnson). Robinson’s cavalry brigade rests near the crossing of Pageland lane and the railroad, to Early’s left.9:00 am - Sigel, not knowing precisely the location of Jackson’s forces, spreads his commands out in exploratory attacks.Schurz’s division proceeds on the Union right near Sudley. Milroy’s brigade is in the middle in Groveton Woods. Schenk’s division is on the left in the woods near the Cundiff house; his skirmishers facing off with confederate skirmishers deployed by Early.Reynolds deploys around the W. Lewis House on Schenk’s left.Col. Krzyzanowski finds the Confederate line first. It is along the unfinished railroad, Gregg’s brigade, and Col. Krzyz begins the morning attack – but without success.A brief foray by Milroy in the Groveton Woods against Lawton’s troopers is also repelled.10:30 am – Kearny’s division has arrived and is now deploying on and north of Matthews to assist Schurz. Hooker’s long line is marching across the BullRun on the Warrenton Turnpike. Reynolds has deployed a forward battery (Cooper’s) near Brawner’s farm to test the confederate line; briefly and unsuccessfully.The van of Longstreet’s Wing, Hood’s division, with General R.E. Lee, is just arriving on the field (far side of map) after its morning tramp from Thoroughfare Gap and through Gainesville.11:00 am – Hooker’s division has deployed in th[...]

Session: Guards of Atlantis: Tabletop MOBA:: My first game

Thu, 20 Oct 2016 07:57:49 +0000

by Ganner So, back from Essen and I finally got the time to try this so awaited game.My first thought, and maybe kind of a disappointment, is that it's longer than I thought. The first game took two hours. Well, as it was the first time, every player took time to read the cards and reread them because there's so much to think of while playing. For the same reason, the leveling took a bit of time too. Maybe it'll become faster later.Also, there was a player who asked his teammates about every action he should take. For another game, I'll insist that though communication is necessary, each player should play their own character and keep at it.This first game gathered six players. Out of the six, two were clearly disappointed while the other four (including myself) felt a great potential and wanted to play more.As we didn't really know the characters, we decided to attribute them randomly. We knew it could cause unbalance, but in the end, it seems to me both team was quite balanced. We had: the Barbarian, the Spellsword and the Sniper against the Aspiring Witch, the Envoy of the Queen and the Alchemist. Myself playing the Barbarian. Your thoughts on the balance are welcome.It began pretty well with both team rushing against the minions. Then on turn 2 or 3 (probably 3), I killed the last ennemy minion just under the nose of the Aspiring Witch. Immediately, her player (which I'll call the Aspiring Witch for obvious reasons)decided she didn't like how a single initiative point could make such a difference.I think she just believed she'll get our last minion first and was very displeased that she didn't predict someone could prevent it. It actually didn't have such a negative impact on them. On the contrary, they got to slaughter our newly placed minions without us being able to advance enough and they took a bit of advance in the leveling.But the deed was done and the Aspiring Witch stayed in a bad mood. The dragging game didn't help.The enemy killed our Sniper and continued to take some advance, but a stupid mistake of the Alchemist let our Sniper get her vengeance not long after while both Barbarian and Spellsword focused on Wasp and finally defeated her leaving only the Aspiring Witch surrounded by three of her minions against all of our team and our last remaining minion.I think the Aspiring Witch was tired. We had tested all kinds of Essen games before during the day and it probably had its toll. Anyway, surrounded by three ennemies including the Barbarian in close range, she decided to kill the remaining minion. Next card was my attack (and it was already revealed). Let's just say she didn't enjoy her newly earned coins very long.From here on, we obtained a huge boost in coin and the ennemy team stopped playing correctly. They atta[...]

Session: Thornwatch:: Session Report: Lessons from minimal party size

Wed, 19 Oct 2016 20:09:29 +0000

by culix I ran a two-player Thornwatch session and it brought up some interesting differences with a small party.Setup2 players, Guard and Blade. Neither player had played Thornwatch before, but both were quite familiar with other board games and card games.I placed 4 terrain cards out of 6 allowed. Something to make the map interesting, but not enough to overwhelm new players.Scene: The Singer In The Dark. Players must defeat all of the monsters before monsters kill all of the villager NPCs.20 minutes to set up and explain the rules.30 minutes to play.No Hero Dice for an easier learning curveAs I was explaining the rules the players seemed a bit distracted by other life events. I wasn't getting the vibe that adding another rule for roleplaying and Hero Dice would be well received, so I skipped it. I left out the mechanic of trait cards and Hero Dice entirely. At first I felt bad for denying the players the ability to earn better dice. However, after the session I brought up the rules and showed them the trait cards and how they worked. Both players commented that they thought the mechanic seemed neat, but they were glad to not have one extra thing to learn during their first session. They felt like there was enough to learn as-is, and they'd be happy to add it in the future.Previously I ran a session with five (different) players and they really enjoyed the trait cards, so perhaps it's just something that depends on the group. It's good that Thornwatch can still work when customized.Players won easily, but I have no complaintsThis was an extremely easy scene for the players. With only two Thornwatch present only two Glider enemies spawn onto the map. The Thornwatch killed one of them fairly quickly, after which it was very difficult to kill any villagers.Villagers use the same enemy mechanics for death, needing two hits to become "on the edge" and then killed. This makes it difficult to kill any Villagers with a single Glider and one attack; the Villagers must be randomly dealt last on the Momentum track when the round begins.In this case I was running the game for the first time with two new players, so I had no problem with the scene being easy and them winning. Perhaps this scene is intended as the new player intro? But I'm still curious about future sessions.How should Thornwatch work with few enemies?What should the Judge do if there is only one monster left in the scene and the goal is to kill NPCs? Is all hope lost and the players have basically won at that point? For the Singer In The Dark scene with two players it feels easy for the players to win - they only need to kill a single Glider to have one enemy left on the board. I changed my tactics to have the monster deal maximum damage to the play[...]

Session: 1809: Napoleon's Danube Campaign:: A Bohemian ending…

Wed, 19 Oct 2016 14:07:19 +0000

by Aussie550 Well, as the saying goes…'All good things must come to an end’, and so my continuing game of 1809, which has graced the table for a few months now reached a point where it was determined that further play would not provide any greater enjoyment than that which had already been provided by the game.This final AAR covers two gaming sessions spread over a few weeks.Previous AAR - “In this position of affairs, I greatly desire the arrival of your Majesty” GT12-1st/2nd May- Weather –FairWith the approach of the main French army under Napoleon towards Regensburg, Bellegarde and Kollowrat are issued commands to fall back across the Danube at Regensburg and burn the crossing in an attempt to hold up the French advance into Bohemia.GT13- 3rd/4th May-Weather- FairWith the continuing spate of good weather the French catch up and throw a pontoon across the Danube and commence crossing in strength…the Austrians had not anticipated the ability of the French to cross at such short notice and are suddenly feeling vulnerable. Vienna morale drops from +2 to +1 when Regensburg is retaken.GT14-5th/6th May- Weather –MudThe Austrians attempt to retreat into Bohemia towards Cham and both Bellegarde and Kollowrat combine their forces and seek advantageous terrain, but Napoleon, Lannes and others arrive and prepare for battle. Bernadotte arrives with the Saxons from the Northern edge and heads towards Cham…the Austrians are starting to become uneasy.A split battle is commenced with 41,000 men under Lannes attacking 19,000 men under Bellegarde as the first phase of battle, both sides lose 4,000 men but the Austrians retreat. An anomaly in the type of battle became apparent from this point on, with the Austrians choosing mainly ‘Pursuit’ type battles and the French ‘Pitched’. However even if the Austrians won the first round, which they did on a number of occasions, they were forced to counterattack at a disadvantage and generally lost the second round….I think that next time I would use the amended rules in the Consolidated 1x rules by Dick Vohlers allowing an override result – see clause 400 of this rules set –“ In a pursuit override’ the winning side takes it losses as a retreat and the loser may attempt to pursue, taking his combat result as SP losses…”The next attack by Napoleon with 25,000 men was against Kollowrat with 20,000 men…once again the Austrians are defeated but retreat a fair distance…a full pursuit is undertaken and this results in 8,000 Austrian losses to 4,000 French…as this is a critical battle the French roll and are successful so Vienna Morale falls from +1 to 0.Napoleon pursues further into Bohemia, but this is almost at the[...]

Session: Pirates of the Spanish Main:: VASSAL Campaign Game 2 (continued)

Wed, 19 Oct 2016 11:13:23 +0000

by a7xfanben I'm not sure if anyone looks at the Sessions threads after they've been posted, but for campaign games I always keep posting in the original thread rather than starting a new thread for each report. Either way, CG2 has gotten more exciting lately, so here are some of the reports from the original thread.6/30/2016We have begun using the new version of the Pirates module to play CG2.Exciting things are finally happening!My English launched the [card="94688"]Baochuan[/card] with [card="94689"]Admiral Zheng He[/card] and [card="95537"]Katsura-chan[/card]!The [card="117179"]Zeus[/card] is loose! Xerecs' Pirates respond with a 10 master of their own!However, the English have attacked! They're not going to be nice like they were in CG1! Whirlpool sub squadron ATTACK!The Terror came through a whirlpool first, using El Cazador's custom Nobunaga marine crew to shoot a mast off the Pride, a Pirate schooner. Then the Slipstream followed suit, using Major Peter Sharpe to blast off another mast. To complete the attack, HMS Oxford sailed through the whirlpool and was given an AA (Admiral's Action - the crew you must roll a 6 with) to knock three masts off the nearby Darkhawk II and steal a coin!9/26/2016CG2 has finally continued!The English press their attack! (southwest of the center) The Pirates managed a nice counterstrike, dismasting the Oxford! However, more submarines were on the way! The Terror and Slipstream were followed through the whirlpool by the Mobilis and Hephaestus, as well as HMS Bolingbroke! The Bolingbroke splintered masts on the Darkhawk II and the Thirty Tyrants, while the Terror surfaced to shoot at the Windjammer! The Pride has been dismasted, but the Pirates have the Broken Key and Ranger nearby to help recover from the raid.After another turn, the English and Pirates have unloaded quite a lot of gold, while the French appear to be heading east, despite the flat earth rules. Up close in the action! The Bolingbroke was dismasted, and is due to be scuttled. The Terror was sunk! The other English-controlled subs were ineffective, but they had a final ship join them: HMS Success. She was given an AA (admiral's action) after coming through the whirlpool, inflicting minor damage on the Ranger. This burst of combat has spiced up the game, and we hope to continue soon!In terms of launches, El Cazador launched a custom 5 master, while I launched HMS Durham with Lord Cutler Beckett, giving the English 4 total AA (admiral action) crew.10/3/2016Two more turns have been played. HMS Success and HMS Oxford were captured by the Pirates, who launched the Prussian Crown, presumably to deal with the Mercenary subs hired by the Engl[...]

Session: DungeonQuest Revised Edition:: A Tale of Lost Time

Wed, 19 Oct 2016 09:50:42 +0000

by Yatsuo *Solo play with 4 heroes*It was a fine summer's day when four friends gathered outside the dragon's lair. Challara, Lindel, Krutzbeck, and Brother Gherrin had decided to brace the dungeon and acquire as much tresure as they could.Challara would enter the dungeon first, and taking her first step in, the room instantly rotated on its axis with a loud grinding noise. Undaunted. challara continued deeper into the dungeon. Unfortunately, luck would forever be against her; even with her careful steps and cautious approach, she managed to set off no fewer than 4 traps-2 explosions reducing her health by 8. Then, after delving deeper, she encountered two locked doors which, when forced open, triggered spike traps to cause further damage. Eventually Challara would find her way to the dragon's lair, but far behind her other friends.Lindel would enter second, and all of the bad luck that followed Challara would translate into great luck for Lindel. With the occasional search, Lindel quickly amassed a small fortune in gold. Almost effortEssay, he made his way to the dragon's lair, triggering only one poison gas trap which briefly delayed him. On top of that, a brief struggle with s skeleton caused no damage to him, and gave Lindel yet another chance to gain some loot. With the utmost ease, Lindel was the second hero into the dragon's lair, following Krutzbeck into the lair only one turn behind.Krutzbeck also entered the dungeon and had a fairly easy time of it. Much to his disappointment, he found no enemies to battle. Only once did he come close to injury, although it likely would have spelled his doom had it connected. With a loud swoosh, Krutzbeck was just able to avoid the swinging blade trap set to behead him. As the first person to enter the dragon's lair, he would have his choice of treasures found within.And then, there was Brother Gherrin. Where Lindel and Krutzbeck seemed to have an easy time of it, almost casually strolling into the dragon's den, and Challara who struggled every step, but would eventually find her way there, Brother Gherrin never got close. After entering the dungeon, he quickly found himself in a set of rooms that doubled back on themselves. Forced to go back to the entrance he had chosen, the monk wasted precious time backtracking to find a new path. A few stair cases led down in to the catacombs, but rumours from other adventurers kept him from journeying down. And then, the while trying to find a path, a golem stepped out of an alcove, forcing The monk to face it in combat. Suffering three wounds himself, Brother Gherrin did enough damage to destroy the man-made monstrousity. [...]

Session: HOP!:: Impressions from a game at Essen

Wed, 19 Oct 2016 08:16:38 +0000

by Clive_Bixby

This is a short session report from a game I played in Essen.

We had just arrived at the fair and coincidentally stood at a table where two people wanted to start a game and asked us to join. We didn't have the smallest inkling what the game was about but it looked nice, so we sat down and a nice girl with a unicorn bow explained the rules to us.

The rules are straight-forward and quite easy. You throw the rainbow-ring and a player chosen by you has to catch it. Sometimes a third person tries to make it harder for the both them. Obviously, you have to throw the ring doing silly stuff like lying flat on a chair or throwing it over the back of your shoulder and so on...

Other players (if any) will bet on the outcome of the throw. If they guess right, they get a reward, if they guess wrong they get a small penalty.

The game is fun, very silly fun as you probably can imagine. The kid in the group I played with seemed to really, really enjoy the game. I imagine many kids will agree.

The production quality is quite high, almost too high in my opinion. You get really nice minis that you do not really use. You just place them on different parts of the cloud in the middle, that functions as some kind of a victory point tracker, although it is just used to break ties.

This leads to the hefty price tag (45 Euros at the fair), which in my opinion is just a bit too high for the game. I would play it again though, maybe at a party or with children.

Session: Silent Victory: U.S. Submarines in the Pacific, 1941-45:: USS Dolphin and USS Darter (Capt Dunster)

Wed, 19 Oct 2016 00:57:36 +0000

by wazdaka This is my first session report, and first outing on Silent victory.Start the war with USS Dolphin, a Narwhal class boat.Captain DunsterDecember 1941. Set sail for the empire, on a revenge mission after the attack at Pearl harbor.Drop off my passenger with no problem.Konri (F) 3100T SunkDaishin (T) 5900T SunkInazuma (DD) 2000T SunkBronze Star 11000T sunkGood start with little damage so only one month refit.-------------------------------------------------------------------------March 1942 - MarshallsPassenger dropped off Unkai (F) 3300T EscapedEscort (DD) 1200T SunkShinyo (F) 2000T SunkNichinan (F) 2800T SunkHakonesan (F) 6700T EscapedKachidoki (P) 10500T Sunk 73 survivors rescued. Thank goodness I have a Narwhal.Silver star - 16500T sunkLooking good. Little damage.-------------------------------------------------------------------------June 42 - MidwayPassenger dropped offTAIHO (CV) 31000T Sunk! YehaTeihoku (P) 5800T EscapedNichsun (F) 2700T SunkShiritaka (ML) 1300T EscapedNavy Cross - 33700T sunk Exec promoted to expertDue to large amount of damage taken I succesfuly upgrade my ship to The Darter, a new Gato class boat. -------------------------------------------------------------------------September 42 - MarshallsGinyo (F) 8600T SunkHayasui (T) 6500T SunkKanko (F) 900T EscapedEscort (DD) 1200T Missed Oops take a pounding from angry escort.Got Rabbit footSan Clemente(T) 7400T SunkKurumasan (F) 2000T SunkTamon (F) 2700T EscapedFollowed convoyMissed three further ships due to dudsSilver star - 23500T sunk3 extra months refitting. That escort was really narked at me. Promoted December 42 to Commander-------------------------------------------------------------------------March 43 - EmpireKansai (P) 8600T SunkSydney (P) 5400T SunkMayachi (F) 2200T SunkEscort (DD) 1200T SunkI-18 (SS) 2200T SunkNavy cross star - Purple heart for LW captainMy Expert XO was seriously wounded, and even though I had an extra month of refit he had to be replaced. Unfortunately by a non expert. Switched to Australia by a special event. -------------------------------------------------------------------------July 43 - China seaSappora (F) 2900T SunkSana (F) 3400T SunkToten (F) 3800T EscapedManko (P) 4500T SunkAisakasan (F) 6900T SunkSilver star (Star) - 17700T sunkXO becomes expert again, must be my guiding hand.-------------------------------------------------------------------------October 43 - Phillipines (P)While taking the passe[...]

Session: World in Flames:: The Great Spanish Deception 5: Who says you cannot fight a two front war?

Tue, 18 Oct 2016 20:49:09 +0000

by Stevenrd Hi everyone,The continuation of the 1942 May/June turn. Weather is a 7:CW tries to ground strike on the western front and loose a decent bomber while their brand new Typhoon is aborted. The Luftwaffe rules the sky. Despite this the french attack south of the failed CW airstrikes. 2-1 blitz attack +2 scores a !/B taking back the hex from Germany. In the East the USSR reforms its line into a zoc line and flips back some essential units which had been ground striked. Axis: The Germans assault in the West against the French 2-1 +2 assault 1-2 which inflicts heavy losses on the French, but does not take the hex. During the air battle prior to this battle one of the best Stuka's in the west is shot down.In the east the Germans have better odds and two 3-1 +1 blitzes score a 1/R and */1B. Allowing for some small advances but nothing decisive. The Russian center is rapidly collapsing though, however there is nothing to gain on that front besides lots of space.Italy fails ground strikes near Suez.Japan advances in India, setting up for an attack on Delhi next impulse if the weather is good enough.Allies: Weather 9USSR retreats their forces from the center, leaving Timoshenko, a corps and a division behind in Voronezh. Timoshenko had given support to an attacked stack earlier and is now unable to retreat together with the other troops. CW bomb Hamburg scoring 1 point. Another attempt at a ground strike sees a fighter killed and the Typhoon aborted once more. The CW have so many HQ's in France that they can flip back fighters and bombers every impulse. They also reinforce Delhi with a rail move.Axis: The surrounded city of Voronezh sees the annihilation of Timoshenko and his men. 4-1 +2 assault !/2S as a result. In the Northern section of the front there is a massive partisan hunt going on. The Partisans had killed an SS inf division which must be revenged. Zoya K is attacked with a 5-1 +1 blitz, a 1 would result in a armored corps lost however the 9 makes this fear or hope depending on your side disappear. A discussion arises whether this partisan HQ counts for a bp gained during production. Rules seems to say it does, since it counts as a Russian unit for all purposes (unlike other partisans). Anyone wants to shed their light on this? Italy passes, no fleet no useful units at an active front so saving oil is the best they can do.Japan assaults Delhi 3-1 +2 assault !/2S takes the city. I took a risk here since I could have lost my HQ and an mechanized corps, which would have doomed the conquest of India. However if I didn't take Delhi this tu[...]

Session: Shadows of Brimstone: City of the Ancients:: Journal of Clyde Burroughs, Part X

Tue, 18 Oct 2016 20:13:40 +0000

by Solan Dec. 17thThat bandit knew what he was talking about, curse his soul! He must have been a new member of the Scafford Gang, one who hadn't been with them long enough to mutate. Eric and I were ready as soon as the sun rose; Eric even hired a local Rancher to help us fight off whatever was coming. He got on the roof while Eric and I waited down on the streets. I wish now one of us had been with him. It probably wouldn't have made any difference, not the way that Void Spider was biting him, but at least he would have had someone with him when he died. I got more than one bite from those blasted Spiders myself, and they made me shiver with cold even though it was eighty degrees out. That shivering affected my aim and I wasn't near as accurate as usual.Still, we woulda fought off these creatures with only a few townsfolk lost if four Scafford gang members hadn't ridden into town at that moment! How they knew the monsters was coming I couldn't tell you, but they were sure planning to take advantage of it. Eric took cover in a building, shooting out the window and he used his device to isolate one of the outlaws for a spell. Unfortunately another bandit took cover in the doorway of Eric's building and shot him. I wanted to help, but I was needed in the Saloon even as Tentacles were coming in from the north. I killed two Void Spiders and a Strangler in there, but the screams coming from outside let me know that the townsfolk who were up and around early were falling back asleep forever, or at least until our Lord comes again. There was also a big explosion, and I found out later that was Eric putting paid to two of the three Tentacles that had come after him. Then one of those big reptile men in the silver armor showed up and I had to go after him with everything I had, even as a I got the saloonkeeper out the back door ahead of me. In the end that saloon owner, Angus O'Neil, was the only one we saved. I'd thought people would be safe if they got inside, but the monsters went right after them anyway, and they was so blasted fast! Eric and I could each only be in one place at a time!One life saved seemed awful small compared to the number which had been lost, and Eric and I didn't waste any time leaving for Masthead. Maybe I'll be able to actually do my job if I can get a Dark Stone grip on my new shotgun. Dec. 19thI did the wrong thing. When we got here, the town was in an uproar. I didn't know what it was about then, but I found out later that some of the troublemakers were blaming the monster pr[...]

Session: Snooker Solitaire:: A thrilling exchange of snookers in the Second Round

Tue, 18 Oct 2016 13:55:39 +0000

by NoDDs

I'll start with a quiz question. You are 34-17 in front and need to pot a color before potting the final red. Which color do you choose?

It is not black. Now let me tell you how I found out.

I was playing Tony Thompson in the 2nd round of my 4th tournament. A (image) (image) on my second pot gave Tony a chance to put up an early lead of 1-17. Despite this early setback, a break of 33 put me in prime position to win the match and reach the quarter finals. At 34-17 I was presented with the situation shown above. I potted black for a break of 40 but now the last red ball was boxed in by brown, pink and black. With one chalck remaining, I went for the pot on the final red... and missed.

The table then looked like this:

Tony escaped the snooker, leaving the balls in place. Then I faced the snooker... with no chalck remaining. I had no choice but to call a foul on myself and hand Tony 4 points... and another snooker.

What happened next, was a thrilling exchange of shots by Tony and me each trying to escape from the snooker we faced in sequence. Each time I handed Tony 4 points until finally Tony did not escape and allowed me to place the cue ball as I pleased. Tony had fought his way back into the match to 45-37, but surely I would clear the table from here.

I potted the final red, followed by the blue b...

In my best John Virgo voice: "Where is that cue ball going?"

I fouled the pot on the blue ball. Tony made short works of the final colors, winning the match 46-68.

This was a thrilling match in which I fouled no less than 7 shots (two of which where actual (image) (image) , giving away 28 points. I need to wait for the next tournament to have a chance of reaching the quarter finals in Solitaire Snooker.

Session: Flamme Rouge:: The Christensen Game Night(s)

Tue, 18 Oct 2016 13:55:13 +0000

by Slotracer I bought the game after reading a lot about the game. At first I wasn't sure if this was a game for me with only two riders in each team since I'm used to Leader 1: Hell of the North and World Cycling Game where there are more riders in each team. But the price for the game seemed very reasonable , so I jumped in.The rules were quickly read and explained to my opponents (my two daugthers Tine (Green) and Mie (Red) and my son-in-law Henrik (Black)) and we started with a test stage on the flat Avenue Corso Paseo to make sure everybody understood the basic rules.A picture from mid-race where Mie is about to move one of her Red riders.Even though Henrik's Black team was behind must of the test stage, he outsprinted us all and took 1st and 2nd places!Now time to get serious about the race!!!We didn't wanted to spent to much time to make a new stage, so we went for the flat Avenue Corso Paseo again.Ready, set, GO!Same colors as before: Tine (Green), Mie (Red), Henrik (Black) and me (Blue)Round 1: Team Green and Blue starts in a high tempo and only one of the Black riders can follow. Red is caught out by the side winds!Round 2: One of the Red riders manage to catch up with the breakaway.Round 3: The pack is all together again and the Black rouleur is leading the way.Round 4: Going around the first bend the Blue Rouleur is taking charge of the speed.Round 5: This time the Blue Sprinter is setting the pace and the pack is strecthed out.Round 6: The pace is still high and Red is falling to the back of the pack.Round 7: Red is moving forward and leaving the last places to Black.Round 8: Blue Sprinter is breaking away from the pack. What a pace!!!Round 9: Red is the first team to respond on the Blue Sprinter's breakaway. The Black Sprinter has gone cold!Round 10: Red catches the Blue Sprinter and Black Sprinter comes back up to the pack. Everybody is in for the finish!Round 11: Wouw, look at Black Sprinter! He has found his second breath (or he most be doped?)! He has taken the front and is going for the win!!!Round 12: Everybody is going for the kill. Who will take the win?Round 13: The Black Rouleur sets in a massive sprint and wins by three lengths. Red Rouleur is 2nd and Green Rouleur is 3rd. What ever happend to my team - the Blue???An exciting stage with every rider being there for the finish!Are you ready for our 2nd stage? [...]